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NEW
YORK TIMES
July 6, 2004
By Margaret Werhteim
In a dusty valley in southern Lebanon, "Sgt. John Smith" of
the Special Forces scans the scene in front of him. Ahead
is a village known as Talle. His immediate mission: to find
out who the local headman is and make his way to that house.
All discussions with the villagers will have to be conducted
in Arabic, and Sergeant Smith must comport himself with
the utmost awareness of local customs so as not to arouse
hostility. If successful, he will be paving the way for
the rest of his unit to begin reconstruction work in the
village.
Sergeant Smith is not a real soldier, but the leading character
in a video game being developed at the University of Southern
California's School of Engineering as a tool for teaching
soldiers to speak Arabic. Both the game's environment and
the characters who populate it have a high degree of realism,
in an effort to simulate the kinds of situations troops
will face in the Middle East. Talle is modeled on an actual
Lebanese village, while the game's characters are driven
by artificial-intelligence software that enables them to
behave autonomously and react realistically to Sergeant
Smith.
The Tactical Language Project, as it is called, is being developed
at U.S.C.'s Center for Research in Technology for Education,
in cooperation with the Special Operations Command. From
July 12 to 16, real Special Forces soldiers at Fort Bragg
in Northern California will test the game and put Sergeant
Smith through his paces.
The user plays Sergeant Smith, while the other characters
are virtual constructs. Using a laptop, the user speaks
for the sergeant, in Arabic, through a microphone headset
and controls the character's actions by typing keyboard
instructions.
The project is part of a major initiative, financed by the
Defense Advanced Research Projects Agency, or Darpa, to
explore new ways of training troops by making use of the
large installed base of existing technology, especially
laptops.
"I'd like to be able to send something like this to every
soldier stationed in a foreign country," said Dr. Ralph
Chatham, the Darpa project manager.
The philosophy is to deliver what Dr. Chatham calls "tactical
language," linguistic skills sufficient to the task
at hand.
Dr. Lewis Johnson, the director of the Center for Research
in Technology for Education, or Carte, said, "The basic
assumption is that there's certain situations you need to
face -- such as establishing a rapport with the people you
meet and finding out where the headman lives -- and how
do you cope effectively with those situations."
No one is going to be able to read Omar Khayyam after this
training, but the agency hopes it will enable soldiers to
navigate more easily and safely through the Arab world.
In its current version, the game teaches Lebanese Arabic.
The U.S.C. team is also working on an Iraqi Arabic version.
Darpa hopes to have at least some preliminary version to
the military by the fall, Dr. Chatham said.
Dr. Johnson, a linguist and an artificial intelligence expert,
noted that for English speakers, Arabic is a relatively
difficult language, containing sounds that they find hard
to distinguish. Moreover, Arabic dialects differ considerably
by region.
"People who are taught literary Arabic typically have
a lot of difficulty on the street," he said.
But it is on the street that soldiers need to be most effective.
One of the tools the Carte team has developed is a virtual
tutor that uses artificial intelligence software to coach
individual students through the minefield of pronunciation.
To do this, the researchers have had to design speech recognition
software tailored specifically for language learners.
At the United States Military Academy, senior-level Arabic
students who tested an early version last October were "very
enthusiastic" about it, said Sherri Bellinger, director
of West Point's Center for Technology Enhanced Language
Learning.
"We've had a vision of learner language speech recognition
for a long time, but until recently we didn't have the computer
power to make this possible," Ms. Bellinger said.
Communicating is not just about uttering the right words,
Dr. Johnson said. It also involves a huge amount of nonverbal
interaction. The Tactical Language Project was born of Darpa's
realization that in addition to basic vocabulary soldiers
in foreign countries also need to understand basic cultural
and gestural cues. Dr. Chatham tells the story of a soldier
in Afghanistan, soon after the start of war there: soldiers
in his unit came to a village and realized that not only
did they not understand a word being spoken, they could
not interpret people's nonverbal cues.
In tense situations like those induced by war, nonverbal messages
may be just as important as words themselves. The Tactical
Language Project game is intended to teach such skills.
Users learn, for example, that when Sergeant Smith starts
or finishes a conversation with an important person, he
can cross his right hand over his heart and bow slightly,
a common gesture of respect in the Arab world.
As with speech, nonverbal communication is a two-way process,
and here, said Dr. Hannes Vilhjalmsson, a Carte scientist,
realism becomes a critical quality. A great deal of the
team's research has been directed at getting the game's
virtual characters, or "agents," to behave in
realistic ways.
Dr. Vilhjalmsson pointed out a simple example: "When
you are talking to someone, you want them to be facing you."
Humans take this for granted, but agents have to be taught
it.
Such intense levels of realism may sound like a luxury, but
Dr. Chatham notes that research on memory formation suggests
that people retain more information when they are in a heightened
state of mental engagement with their surroundings. In order
to make the game's characters as realistic as possible,
each one is programmed with what the researchers call a
belief system. Each character has its own individual set
of beliefs about the world and about Sergeant Smith that
will change in response to his actions, said Mei Si, a doctoral
student in charge of coding this element.
One of their most critical beliefs is their trust level, Ms.
Si said. If Sergeant Smith behaves appropriately, he will
gain the characters' trust and they will help him; if not,
he is likely to cause suspicion.
"You don't have to be obnoxious," Dr. Vilhjalmsson
said. "Mainly, you just have to be impolite, or not
seem to care about what you are saying."
Dr. Johnson noted that one of the first things many users
have to learn is simply to say thank you.
"Most video gamers are not used to saying thank you in
the context of a game," he said.
Developing so-called intelligent agents is currently a hot
research topic and U.S.C.'s Information Sciences Institute,
where Carte is based, is home to world leaders in this field.
Two institute scientists, Dr. David Pynadath and Dr. Stacy
Marsella, have developed a program called PsychSim to model
individual and group behavior among agents. PsychSim is
the software platform guiding the behavior of the Tactical
Language characters.
Another characteristic the agents possess is what Dr. Vilhjalmsson
calls their "arousal level." One way of understanding
this, he said, is as a form of virtual anxiety: "If
their anxiety level gets too high, it will trigger them
to act."
In a scene in a cafe, Sergeant Smith must try to find out
who the village headman is. If he doesn't act properly,
one of the cafe patrons will jump up and demand to know
who he really is. If tensions escalate, the patron will
eventually accuse the sergeant of being a C.I.A. agent.
Intelligent agents have been used before in research environments,
but this is the first time such sophisticated behavioral
modeling has been put in a video game, Dr. Johnson said.
In the second phase of the project, beginning late this year,
two further languages will be included. One will probably
be Dari, a major language in Afghanistan. Another under
consideration is one of the Indonesian languages. Once the
basic platform is designed, Dr. Chatham said, the team hopes
to use it with many different languages and cultural contexts. "We're
spending a lot on developing this," Dr. Chatham said,
noting that the cost is about $7.2 million. But the hope,
he said, is that eventually such intelligent games could
be used not just for teaching languages but ''for other
kinds of memory-intensive training tasks."
CORRECTION - July 10, 2004: An article in Science Times on
Tuesday about a project at the University of Southern California
that uses artificial intelligence to help soldiers learn
Arabic gave an incorrect literary example. Omar Khayyam's
poetry is in Persian, not Arabic. Because of an editing
error, the article also misstated the location of Fort Bragg,
where Special Forces soldiers are to test a video game this
month as part of the project. It is in North Carolina, not
Northern California.
Copyright 2004 The New York Times Company
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