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`A Distributed Simulation System for Team Decisionmaking
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`Alan A. Song and David L. Kleinman
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`Department of Electrical and Systems Engineering
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`The University of Connecticut
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`Storrs, CT 06269—3157
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`Abstract
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`This paper gives an overview of a unique dis-
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`tributed, real-time simulation system for studying team
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`deczsionmaking and coordination -
`the DDD (Dis-
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`tributed, Dynamic, Decisionmaliing) paradigm. The
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`DDD paradigm captures the essential elements in real—
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`world deCisionmaking problems and integrates them
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`into a controlled, computenmediated,
`laboratory set-
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`ting. The DDD simulation system is implemented on a
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`network of UNIX workstations with real-time control,
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`on-line data acquisition,
`interactive graphical display,
`and a simulated inter—human communication network.
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`With a highly reconfigurable user interface and a flea:-
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`ible scenario generator, DDD has been used in many
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`team decisionmaking experiments with different prob-
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`lem context,
`including military command and control,
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`job scheduling, and medical diagnosis.
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`1
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`Introduction
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`In large scale systems that involve humans, ma-
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`chines, computers, etc., the problem scope and com—
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`plexity often requires that the decisionmaking func—
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`tion be distributed over several humans. Quite of-
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`ten such systems have a team of human decisionmak-
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`ers who are geographically separated, but who must
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`coordinate to share their information, resources and
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`activities in order to attain common goals in what
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`is generally a dynamic and uncertain task environ-
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`ment. Although problem contexts can be different
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`among various systems (e.g., military command and
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`control, electric power distribution, air traffic control),
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`the essential elements of decisionmaking remain the
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`same. In order to study problems such as those above
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`on a scientific basis, we have developed a unique dis—
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`tributed simulation system, termed DDD (Distributed
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`Dynamic Decisionmaking) paradigm, that abstracts
`and simulates the essential elements of real world de—
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`cisionmaking problems.
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`Unlike existing large scale simulation systems such
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`as SIMNET [18] which stresses high fidelity, specials
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`ized, full scale simulation, the DDD paradigm stresses
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`the small team (typically with less than ten team
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`members) with an abstracted, low fidelity task envi—
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`ronment, and emphasizes the basic aspects of interact;
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`tion and coordination that are central to “teamness” .
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`It simulates the real-world problems in such a manner
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`as to be amenable to study in a controlled laboratory
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`setting. The task environment in DDD is reconfig—
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`urable for different problem context. For example, in
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`our previous research, the system has been configured
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`as naval command and control, military situation as
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`sessment, medical diagnosis, job scheduling in manu-
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`facturing systems, etc. The DDD system can be used
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`as a. versatile tool for studying/training small teams
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`in military or industry.
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`The DDD paradigm is built upon the body of
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`knowledge we have accumulated during the last ten
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`years in performing model-driven, basic experimental
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`research [1] [2] [3]. As the backbone of our normative-
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`descriptive research for team decisionmaking and co—
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`ordination, the DDD paradigm has been used for more
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`than fifteen team-in-the—loop experiments, and proved
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`to be a very powerful empirical research and training
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`tool [6]-[17]i The DDD paradigm is implemented on
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`a network of UNIX workstations, with facilities pro—
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`viding real-time control and on-line data acquisition,
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`an interactive display/interface media, and a comput<
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`erized inter-human communications and information
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`network within which delay and occasional failure can
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`be manipulated. The simulation system can run on
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`workstations connected by a local area network, or
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`on remote workstations connected by Internet.
`Its
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`XII/Motif based graphical interface is highly recon-
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`figurable (viz., for different problem context, the look
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`and feel can be very different) Currently, it can sup-
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`port up to seven-person hierarchical or parallel team
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`(expandable if desired). The DDD simulation system
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`has the flexibility to examine a variety of ways in which
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`information processing and resource allocation prob—
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`0-8186-64404/94 $04.00 © 1994 IEEE
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`129
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`Petitioner Riot Games, Inc. - EX. 1034, p. 129
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`Petitioner Riot Games, Inc. - Ex. 1034, p. 129
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` DMO (Leader)
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`lems can be solved by a team of decisionmakers (DMs)
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`under different organizational architectures and infor—
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`This paper gives an overview of the DDD Sll'Illllfl-
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`tion system with an emphasis on newly developed fea-
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`tures that are not included in our early report [3]. The
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`remainder of this paper is organized into two sections
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`and a conclusion. In section 2, the team decisionmak—
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`ing environment is described, and the basic elements
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`of the DDD paradigm including resources, tasks,
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`formation, and responsibility are discussed. Section
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`3 reviews the main features of the simulation system
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`including system architecture, user interface, scenario
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`generator, experimental variables, built—in distributed
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`database, and training support tools. Finally, section
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`4 offers concluding remarks.
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`2 Basic Elements of DDD paradigm
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`The DDD paradigm is implemented as a computer—
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`driven interactive game among several decisionmakers
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`(DMs) who may be geographically separated (see Fig—
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`ure 1). In a. real time simulation session, each DM sits
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`at a workstation which is capable of displaying the
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`tactical situation and sending/receiving information
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`to/from the other players. Team decisionrnaking is
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`formulated as a process of allocating limited resources
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`to a variety of tasks in a dynamic and uncertain en—
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`vironment. Thus, the essential elements of team deci-
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`sionmaking are abstracted as:
`i) resources (e.g., ma-
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`chine tools, man powers, sensors, weapons, etc), ii)
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`tasks (jobs to process, e.g., parts, unidentified targets,
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`enemy airplanes, etc),
`iii) information (e.g., sensor
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`measures, intelligent sources, reports, etc.), and iv) re-
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`sponsibility (i.e., who should do what, at what time).
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`To achieve the team goal, co~acting DMs must pro-
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`cess distributed information to:
`i) estimate/identify
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`various task attributes, and ii) determine and sched-
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`ule their resources to process specific tasks. The DMs
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`are thus required to coordinate their information, ac—
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`tions, and resources in a timely and accurate manner.
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`Below we describe in more detail the salient elements
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`of the DDD paradigm.
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`2. 1 Resources
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`Resources are basic elements of the system. A re-
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`source can carry other resources called sub-resource,
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`for example, a destroyer can carry some helicopters,
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`and the helicopters can carry some sonobuoys, etc. In
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`this way the resources can be nested down to any de—
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`Figure 1: The Distributed Dynamic Decisionmaking
`Environment
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`The resources are divided into several classes de-
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`pending on the design parameters of the experiment.
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`All resources of a. given class will have the same fea-
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`tures with respect
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`weapon strength, etc). The only difference among re-
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`sources in a given class is the number of sub-resources
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`each carries.
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`The sub-resources are located on board their par-
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`ent resource. A sub—resource does not become an in-
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`dependent resource until it is launched from the par-
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`ent resource. The DM can launch one or more sub—
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`resources that will become available after a certain
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`launch time delay. The sub-resources can only stay
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`away from their parent for a limited time period. An
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`industrial example of resource/sub—resource could be
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`the manager (resource) that hires temporary employ-
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`The strength of a resource can be described as a
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`generalized vector which stands for strength in differ-
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`ent aspects. Each resource has its effective range. For
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`example, a sensor resource can have three ranges: a
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`detection zone, a measurement zone, and a classifica-
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`tion zone.
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`Each resource is controlled by the DMs who own
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`it(a resource can be owned by multiple DMs), and the
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`control of any resource may be transferred during the
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`simulation from one DM to another with an attendant
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`130
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`Petitioner Riot Games, Inc. - EX. 1034, p. 130
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`Petitioner Riot Games, Inc. - Ex. 1034, p. 130
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`transfer time delay.
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`2.2 Tasks
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`A team is presented with multiple tasks having dif-
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`ferent deadlines, processing times, attributes, and mi:
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`orities. During the real time experiment, tasks appear,
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`move/maneuver and disappear according to a scenario
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`that is under the control of the experiment designer.
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`The tasks are also divided into classes. For exam-
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`ple, we can have AA, AB, AN which may correspond
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`to different air targets such as a backfire bomber, a
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`bird, or a civilian airplane. The hostility of each task
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`class, i.e., whether they are threats or neutrals, can be
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`defined by the experiment designer.
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`Each task has an attribute vector a with elements
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`that characterize it quantitatively. For example, the
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`attributes can include strength, evasiveness, vulnera-
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`bility, etc. These attributes are random from task to
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`task, but have a probability distribution (mean and
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`standard deviation) that is unique to task class. The
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`resources r required to successfully process a task is a
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`mapping of the attributes of that task and will gener-
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`ally depend on task class.
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`Tasks can be processed in one or more operations,
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`each operation can be assigned to different DMs. Two
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`types of processing are possible: sequential and par-
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`allel. The sequential processing requires two or more
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`DMs to process in sequence, the next operation cannot
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`be started before the current one is finished, for exam-
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`ple, a part in a manufacturing line may need molding,
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`painting, and assembling. The parallel processing re-
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`quires two or more DMs (or resources) to process at
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`the same time, all required operations must be syn—
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`chronized to complete the processing, for example, to
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`diagnose a disease, all blood test, X-ray, and urine test
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`must be finished before the final decision can be made.
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`The DDD also includes complex tasks such as ac-
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`tive tasks and dynamically attributed tasks. An ac—
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`tive task can change its trajectory according to the
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`current situation and the treatment it received. A
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`dynamically attributed task can change its attributes
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`as a function of time and/or location of the task (for
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`a simple task, the trajectory and true attributes are
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`set by the scenario generator and remain unchanged
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`during the real-time session). These complex tasks
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`provide facilities to investigate team decisionmaking
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`and coordination issues in more complex and reactive
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`task environment
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`2.3 Responsibility Structure
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`The overlap in task processing responsibilities of
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`the team members can be adjusted based on the exper-
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`imental condition. Responsibility can be preassigned
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`in a variety of ways, e.g., by task class or by geo-
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`graphical location. Under the conditions of no overlap
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`we have a disjoint team requiring no coordination in
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`task processing. As overlap is increased, conflicts in
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`the overlapping areas of joint responsibility will occur
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`which will need to be resolved through coordination.
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`A new feature of the DDD is the ability to modify on-
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`2.4
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`nipulated easily via the DDD paradigm. This is imple-
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`mented by establishing an information network within
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`on different task. A high level of “tie—in” means that
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`other DMs, and a. low level of “tie-in” means that the
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`Communication among DMs is the major way in
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`and task processing. In DDD paradigm, communica-
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`tion between different DMs is mainly carried out by
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`electronic messages (Verbal exchanges based on multi~
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`incorporated to the DDD paradigm, see [16]). In order
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`to simplify the data analysis, all electronic message are
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`Petitioner Riot Games, Inc. - EX. 1034, p. 131
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`Petitioner Riot Games, Inc. - Ex. 1034, p. 131
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`WSIGIObal
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`Global
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`Figure 2: The Architecture of the DDD Paradigm
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`nication channel contains a variety of features that are
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`communication and data processing delay in real situ~~
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`ations, a (random and/or fixed) time delay in message
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`communication capacity (or channel access), the num-
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`ber of communications (N) in a fixed time window (T)
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`his due to the network failure can also be simulated
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`within the DDD. Finally, the communication network
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`structure can be defined by a communication matrix.
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`i.e., who can communicate with whom.
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`3 The Features of DDD Paradigm
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`3.2
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`Interactive Display
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`3.1 System Architecture
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`The general architecture of the DDD environment is
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`shown in Figure 2. The DDD paradigm runs on a net‘-
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`work of UNIX Workstations. In a real-time simulation
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`session, eight (or more) processes run concurrently on
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`different workstations, with all of the control and com—‘
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`munication information tralfic carried over network.
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`In the figure, Global is a. process that works as the
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`“control center“ for the environment by controlling the
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`clock and timing, synchronizing the other processes,
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`and sending out various control messages according to
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`the experimental scenario. Each Local Process con.
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`trols execution within a workstation (WS) and inter»
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`acts with the User Interface and the Global Process.
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`Each User Interface receives commands from a DM
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`and displays the dynamic tactical situation. The Sce-
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`nario Generator is used for assisting the experimental
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`designer in developing various system parameters for
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`the global and local
`In the DDD environment,
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`processes are implemented via a message-passing ap-
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`proach. Each action of the DM is composed of certain
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`events transferred in the form of messages. For exam»
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`ple, when a display object receives a “process” com»
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`mand issued by DM through a mouse/keyboard event,
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`it sends a message “PROCESS EVENT” to a local
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`database object that triggers the method “process”
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`which in turn sends a message to the global process
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`and then other local processes to update the state of
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`all relevant objects. Thus, synchronization is achieved
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`via the LIFO queueing and processing of messages,
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`The user interface in DDD is very flexible. While
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`all the facilities for decisionmaking are basically the
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`same, the look-and—feel can be difi'erent according to
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`different problem contexts of the scenario. Some ex-
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`amples of display at an individual node are shown in
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`figure 3 and figure 4. Figure: 3 is the screen of our ba-
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`sic paradigm [2] [3'], three types of targets are shown
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`on the screen: air, surface, and submarine;
`the re-
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`sources are ships and airplanes, and sub-resources are
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`helicopters. Figure 4 is a screen form our REST (Re-
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`ward Structure) experiment [11], where triangles and
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`circles represent targets assigned to different decision-
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`makers (combined triangle and circle means two DMs
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`are responsible for the target).
`In these figures, the
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`screen is divided into four major parts: the main dis-
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`play, the status panel, the communication panel and
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`the prompt panel. The main display displays the ob-
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`jects that represent resources and targets. Different
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`targets arrive and move according to a experimenter—
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`defined scenario; targets must be processed within a
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`limited time window. All commands related to the
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`objects can be issued by pull-down menus, pop—up
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`windows or double— click associated with the objects.
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`The communication panel is composed of an incoming
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`window which is used to display the messages from
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`other players, and an outgoing window which is used
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`to display the feedback information when a message
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`is sent out. The status panel is used to display the
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`current time, strength and the dynamics of resource
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`transfer/utilization. The prompt panel is used to dis—
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`play prompts or error messages. All the display icons,
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`menus, windows and messages can be modified or tai-
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`lored according to different experimental designs.
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`132
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`Petitioner Riot Games, Inc. - EX. 1034, p. 132
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`Petitioner Riot Games, Inc. - Ex. 1034, p. 132
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`mi a: .- “v.17 .m. Mu \- y—
`... m n—n m-r- u in.)
`II mu- ... nan "mu:
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`mUriwn i. p...
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`um uni-«u us in“
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`Figure 4: The Screen of the REST Experiment
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`3.3 Scenario Generator
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`A scenario generator has been developed to assist
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`the user in setting up the experiment.
`It is used to
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`configure the resources, to define the tasks, and to de—
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`sign the movements of tasks. The scenario generator
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`is capable of representing a stochastic and imperfectly
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`known environment. For example, unexpected or low
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`probability events can be introduced. and false infor—
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`mation and/or false threats can be employed to per—
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`turb the system. The intention is to represent a world
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`that is difficult. to predict,
`in which a hostile adver~
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`sary introduces uncertainties into one’s estimation of
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`the current state of the system, thus making inferences
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`about future states rather unpredictable. All task ar—
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`rival times, task arrival positions, and task movements
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`can be either automatically generated according to
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`a certain random function, or a certain pattern, or
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`specifically designed on a task by task basis.
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`Two interfaces are provided for the scenario gener-
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`ator. The first one is a flexible experiment description
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`language, XS language, which can be used to define
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`the “rules” of the DDD game, describe the resource
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`and the task environment. Three types of items can be
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`described via XS language, they are: 1) general items;
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`2) resource information; 3) task information. In gen—
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`eral items one can set the overall features of the exper-
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`iment, such as the numbers of DMs, simulation time
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`and communication delay etc. In resource information
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`one can describe the characteristics of the resources
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`such as maximal velocity, strength, and ranges, etc.
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`In task information one can define task attributes, the
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`resource required to prosecute the task, the decision-
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`makers who are able to see or process the task, etc;
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`one can also describe the task arrival times, initial po-
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`sitions, velocities, and the maneuvers of the tasks.
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`A graphical active database modeling tool for sce-
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`nario generation has also been developed [5]. This
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`tool has utilized data modeling techniques to correctly
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`and precisely specify large amount diverse, intricate,
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`and interdependent information including the struc-
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`ture of the decision team, the sharing of data, the in-
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`teraction and exchange of data among DMs, and the
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`data required by the different DMs. Furthermore, the
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`structural information can be graphically specified by
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`the experimenter, and changes in structural informa-
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`tion automatically cascades to investigate changes of
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`related information throughout the experimental sce-
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`nario, resulting in time saving and consistent design.
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`3.4 Experimental Variables
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`The DDD paradigm is powerful enough to manip—
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`ulate a variety of independent variables(IVs) that al-
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`low for the study and evaluation of different command
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`and control configurations. Some of the major IVs
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`i) internal variables (team structure, responsi-
`are:
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`bility structure, information structure, and communi—
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`cation structure), and ii) external variables (tempo,
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`uncertainty, resource quantity, information quality).
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`The number and type of dependent variables (DVs)
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`this paradigm can handle is quite flexible. To date,
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`over 100 performance, strategy, coordination, and
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`workload measures have been collected and analyzed
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`in various experiments.
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`All essential operations taken by the DMs are
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`recorded in a log file. This file can be used to generate
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`various dependant variables and statistics. Another
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`important function of this file is that it can be used in
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`Petitioner Riot Games, Inc. - EX. 1034, p. 133
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`Petitioner Riot Games, Inc. - Ex. 1034, p. 133
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`play back mode to automatically replay the game for
`review.
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`3.5 Distributed Database
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`The DDD paradigm includes different resources.
`tasks, coordination tools, decision toolsI display tools,
`and an on-line data acquisition tool. All of thwe as-
`pects involve different kinds of data that are too com-
`plex to manage without using proper database tech-
`niques. The requirements for the distributed database
`can be illustrated by the following DDD features:
`
`a Response Time Requirement: Dynamic decision—
`making actions usually have stringent response
`time requirements. The conflict between time
`limit and the system ’5 response becomes more sig-
`nific ant due to the network communication delays
`and the time necessary to update many graphical
`displays and data items.
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`Several DMs may fre
`0 Concurrency Control:
`quently read/write some related database re-
`sources concurrently. Thus, concurrency control
`under time pressure is critical to the system.
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`0 Low Computational Overhead: The DDD envi-
`ronment is both compute-intensive and data- in--
`tensive. The main body of the environment is
`devoted to simulation. Thus, the computational
`overhead of a database management mechanism
`must be kept low so that the system can properly
`handle the real-time decisionmaking actions.
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`0 Complet Data Types: The DDD environment
`requires a. database that handles complex data
`types, captures the structure of the data, and
`considers the operational semantics of the data
`objects.
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`The built-in database in DDD has considered all
`above aspects. To meet the real-time requirements.
`the database in DDD was designed as a partially repli—
`cated distributed database with a priority based trans-
`action management mechanism incorporated. To han-
`dle the shared access requirements, we used a hybrid
`method that combines a priority based concurrency
`control policy with a certain distributed locking mech-
`anism, so that the system can process transactions
`within soft deadlines while guaranteeing that the data
`consistency is not violated. To handle complex data
`types, we used the object-oriented data model which
`has a clear advantage over the classical data models.
`particularly from the perspective of conceptualizing
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`the information and transitioning from the conceptu~
`alization to an implementation. The database man-
`agement mechanisms we have used has proved to be
`very effective in supporting our real-time distributed
`dynamic decisionmaking experiments [4] [5].
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`3.6 Training Support Features
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`A global control panel was developed so that the
`experimenter can control the pace of an experiment.
`Using the control panel, the experimenter can pause
`or continue the scenario, speed up or slow down the
`game clock. A play back mode with fast play and
`slow motion capability was also built in. These fea-
`tures provide useful tools for instructors. According to
`different training requirement, the feedback informer
`tion can be designed based on the dependent variables
`that collected and computed on—line. The information
`can be chosen to be displayed on a. task by task basis,
`on a per game basis, or by time period, with graphical
`and/or numerical form. Because of the large amount
`of dependent variables collected, we can choose the
`optimal feedback information among them according
`to different instructional needs. These features have
`been proved to be very effective for subject training
`in our past experiments.
`
`4 Conclusion
`
`The DDD paradigm we have developed is a generic
`paradigm that characterizes team decision processes
`in which limited. shareable resources must be allo-
`cated to identify and process tasks in a dynamic and
`uncertain environment. It is a research/training tool
`amenable to systematic and scientific study while re-
`taining the essential features of real-world tactical de-
`cisionmaking. The DDD paradigm has been used ex-
`tensively in our research. In over fifteen experiments,
`DDD has been proved to be a flexible, easy to use, yet
`versatile tool for studying distributed decisionmaking
`in small team configurations. It has enabled us to em-
`pirically study numerous issues and test model-driven
`hypotheses in distributed decisionmaking and coordi-
`nation. The DDD paradigm is currently used as the
`main test-bed for our research that studies the adap-
`tation of organizational structure to task environment
`which is an important step in reaching longer term
`goals such as the development of a computational the-
`ory of organization design, and the understanding of
`how to design organizations of intelligent agents for
`high performance.
`
`Kid
`
`Petitioner Riot Games, Inc- - Ex- 1034, p- 134
`
`
`
`Acknowledgements
`
`
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`
`
`
`The work reported here was supported in part by
`
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`
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`the Office of Naval Research under contracts N00014-
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`90-J—1753 and N00014—93—1—0793.
`
`References
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