The patent badge is an abbreviated version of the USPTO patent document. The patent badge does contain a link to the full patent document.

The patent badge is an abbreviated version of the USPTO patent document. The patent badge covers the following: Patent number, Date patent was issued, Date patent was filed, Title of the patent, Applicant, Inventor, Assignee, Attorney firm, Primary examiner, Assistant examiner, CPCs, and Abstract. The patent badge does contain a link to the full patent document (in Adobe Acrobat format, aka pdf). To download or print any patent click here.

Date of Patent:
Apr. 05, 2011

Filed:

Oct. 12, 2006
Applicants:

Henry Van Dyke Parunak, Ann Arbor, MI (US);

Sven Brueckner, Dexter, MI (US);

Robert S. Matthews, Saline, MI (US);

John A. Sauter, Ann Arbor, MI (US);

Steven M. Brophy, Saline, MI (US);

Robert J. Bisson, Dexter, MI (US);

Inventors:

Henry Van Dyke Parunak, Ann Arbor, MI (US);

Sven Brueckner, Dexter, MI (US);

Robert S. Matthews, Saline, MI (US);

John A. Sauter, Ann Arbor, MI (US);

Steven M. Brophy, Saline, MI (US);

Robert J. Bisson, Dexter, MI (US);

Assignee:

Other;

Attorneys:
Primary Examiner:
Assistant Examiner:
Int. Cl.
CPC ...
G06F 3/00 (2006.01); G06N 3/12 (2006.01);
U.S. Cl.
CPC ...
Abstract

A method of predicting the behavior of software agents in a simulated environment involves modeling a plurality of software agents representing entities to be analyzed, which may be human beings. Using a set of parameters that governs the behavior of the agents, the internal state of at least one of the agents is estimated by its behavior in the simulation, including its movement within the environment. This facilitates a prediction of the likely future behavior of the agent based solely upon its internal state; that is, without recourse to any intentional agent communications. In the preferred embodiment the simulated environment is based upon a digital pheromone infrastructure. The simulation integrates knowledge of threat regions, a cognitive analysis of the agent's beliefs, desires, and intentions, a model of the agent's emotional disposition and state, and the dynamics of interactions with the environment. By evolving agents in this rich environment, we can fit their internal state to their observed behavior. In realistic wargame scenarios, the system successfully detects deliberately played emotions and makes reasonable predictions about the entities' future behavior.


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