“There are tools where
they build a world in a bottle. They put down every
single mosque, river, camel, and school in, say,
Saudi Arabia. Then they have millions of software
agents who each have desires, grievances, all these
different variables. They go about their little
lives and then you ask a question: What if we build
a McDonald’s in Mecca? Does this lead to more people
joining terrorist groups or not?”
—Gary Ackerman, Director of the Center for
Terrorism and Intelligence Studies
Photo: Bill Cramer/Wonderful Machine
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Barry Silverman: peers deep into the heart of darkness to find
what makes terrorists tick.
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Barry Silverman pecks at the keyboard, and suddenly
his computer monitor is showing him the view down a
scary-looking alley in the Bakhara market in Mogadishu,
Somalia. On the big screen, Silverman sees the market
through the eyes of his avatar, a software soldier. It’s
a detailed scene, on a par with what you’d see in
today’s best first-person shooter video games: in the
market’s narrow lanes, militiamen scurry about,
checkered headdresses flapping. It has rained recently,
and the gray masonry walls of buildings surrounding the
market are water stained. The streets are empty except
for some abandoned cars and the smoldering wreckage of
two helicopters. Silverman’s cybertrooper is part of a
virtual squad replaying the scenario described famously
in Mark Bowden’s 1999 best seller, Black Hawk Down, in
which U.S. Army Rangers attempted a rescue after
fighters loyal to warlord Mohamed Farrah Aidid shot down
two U.S. UH-60 choppers.
The Ranger that Silverman controls wanders only a few
steps toward the downed helicopters before he encounters
a suicide bomber who blows them both to bits.
Silverman, an electrical and systems engineering
professor at the University of Pennsylvania, in
Philadelphia, restarts the simulation. As his Ranger
avatar scans the scene, Silverman describes the
attributes of each character—or synthetic human agent—he
encounters. He knows them all intimately, their motives,
emotions, and physiologies, as well as their political,
religious, and moral leanings. He should; he and his
group created every last one of them.
Through the Ranger’s gunsight we see a Somali woman
dressed in flowing blue robes and matching head scarf
walking with a militiaman clad in an ankle-length white
garment. Raising his voice above sporadic gunfire and
the crunch of boots, Silverman is explaining that some
of his graduate students spent an entire semester
studying the behavior of Somali women and their value
systems.
He points to the screen as the woman allows the man to
hold her in front of him. “This is not scripted,” he
says. “Somali women will act as shields for their
men….She is acting according to her values, her
physiology, her stress, which are tuned to a person in
that culture, and she of her own volition does the
things that you see unfold here.”
Silverman, whose sleepy brown eyes and deliberate
speech belie a dry wit, gets the man in the crosshairs
of his Ranger’s gunsight. “He’s already upset, because
we’ve been over there trying to kidnap the whole
leadership of his tribe for a while now. We’re not as
innocent as I’m playing here; I’m already sort of
labeled….” Gunshots ring out, bullet casings clink on
the ground. “They’re looting…and now I’m trying to chase
them away.” Suddenly, chaos. An explosion rocks the
market, followed by a spray of gunfire. “He’s shooting
back at me, and it’s hard for me to aim at him because
he’s got the woman there”—pop, pop, and then a moan as
Silverman drops the militiaman. “Oh,” he says, surprised
by his own marksmanship. “I got him.”
The woman slinks away. “She’s now leaving, because she
has no reason to obey him anymore. He’s dead.”
The mere fact that his agents improvise based on
individualized sets of complex rules instead of acting
according to a rigid script would be enough to make
Silverman a rock star among game developers. In fact,
the Bakhara market simulation looks like a first-person
shooter because it’s based on the Unreal Tournament game
engine from Epic Games, which renders the scenes and
drives the interactive environment. Nonetheless, though
his characters are brought to life by a commercial game
engine, the software that gives his characters their
individual identities is generations beyond anything
you’ll find in a video game today. Silverman’s agents,
along with those being developed by a few other teams,
are about the closest a computer comes to simulating the
thought processes of a real person. Similar work is
being done by The Sims cocreator John Hiles at the Naval
Postgraduate School, in Monterey, Calif., and Jonathan
Gratch and Stacy Marsella at the University of Southern
California’s Institute for Creative Technologies, in
Marina Del Ray.
“This is really at the cutting edge of computational
behavior modeling,” says Gary Ackerman, who, as director
of the Center for Terrorism and Intelligence Studies, a
think tank in San Jose, evaluates these kinds of
programs for various U.S. government agencies. “They
have been more successful than I thought they could have
been, pretty much frighteningly so at some points.”
Silverman’s group is one of several driven by a
hypothesis that seemed far-fetched even five years ago:
that computers equipped with the right software can give
vital insights into the minds and motives of terrorists
and the structure and critical links in their
organizations. The work is part of a larger effort, much
intensified after 9/11, in which the U.S. intelligence
community, in particular, is looking for better ways to
identify terrorists, determine their capabilities, and
predict where and when they will strike. Different forms
of the software are aimed at military officials, who are
already using such programs to train officers and
troops, and at intelligence analysts, who are finding
that the shadowy, shifting organizations they must study
are so complex and unstable that keeping track of all
the variables without computer help is increasingly
unrealistic. The hope is that one day an intelligence
analyst sitting at a desk thousands of miles from
Jakarta or Jalalabad will be able to make
preternaturally good guesses about who is likely to
commit violent acts, and to advise policy-makers on
specific ways to prevent an attack.