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# Cloud-Native Modular Cognitive Warfare Simulation Platform
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## Introduction
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Modern conflicts increasingly target the cognitive domain – the perceptions, decision-making, and behavior of people – as much as physical targets. Cognitive warfare (CogWar) leverages information attacks, psychological operations, and cyber tactics to **“alter and shape the way humans think, react, and make decisions,”** often in invisible and invasive ways ([Mitigating and Responding to Cognitive Warfare. | National Technical Reports Library - NTIS](https://ntrl.ntis.gov/NTRL/dashboard/searchResults/titleDetail/AD1200226.xhtml#:~:text=as%20availability%20and%20access%20to,ICT%29%2C%20neuroscience)). Preparing warfighters to counter such threats requires training beyond traditional kinetic wargames. However, current training for information/cognitive warfare is lacking. Trainees (e.g. cyber defenders or information operations officers) rarely experience realistic simulations of social-media-fueled attacks or misinformation campaigns preceding cyber strikes. Instead, most cyber-defense exercises today are simplistic tabletop drills with scripted “white card” injects – participants are merely *told* that an event occurred and asked how they would respond ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=attacks,fight%E2%80%9D%20%E2%80%93%20to%20experience%20the)). This method fails to immerse trainees in the chaotic information environment that characterizes real incidents, depriving them of the many cues and signals that herald an attack in the wild ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=attacks,fight%E2%80%9D%20%E2%80%93%20to%20experience%20the)).
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Recognizing this gap, the Navy’s SBIR topic N252-110 calls for **“a simulation model of information warfare”** that can realistically represent *multi-modal* attacks – specifically cyber-attacks *and their precursors in social media campaigns* ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=OBJECTIVE%3A%20Develop%20a%20simulation%20model,developing%20and%20improving%20scenarios%20for)) ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=hybrid%20attacks,collection%20of%20related%20hybrid%20cyber)). In other words, the Navy seeks an integrated training simulation where a cyber incident is preceded and accompanied by social-media disinformation, online recruitment, and other information operations (“social-cyber maneuvers”), allowing trainees to *“train as they fight”* in a richly layered scenario. The envisioned system would enable live, virtual, constructive exercises in which information conflict plays a key role, complete with tools to help exercise planners create and manage these complex scenarios ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=hybrid%20attacks,collection%20of%20related%20hybrid%20cyber)). The final product is expected to explain and visualize scenario dynamics and provide **White Cell adjudication support** (controls and observers) for the exercise ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=author%20and%20manage%20these%20exercises,desired%20in%20the%20final%20product)). In short, the Navy needs a realistic, rapidly updatable simulation environment that blends cyber and information warfare elements for training purposes.
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This whitepaper proposes the development of a **cloud-native, modular cognitive warfare simulation platform** to meet these needs. Our approach centers on four integrated components working in tandem:
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1. **Hybrid Simulation Engine (Agent-Based Modeling + LLM):** A simulation core that combines agent-based modeling of actors/networks with large language model (LLM) generation of dynamic social and narrative content. This engine can simulate the spread of information (or misinformation) across a population and generate realistic messages, posts, and reports in natural language to immerse participants in the scenario context.
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2. **Real-Time Scenario Adaptation via Reinforcement Learning:** An AI-driven “director” agent that uses reinforcement learning (RL) to adjust scenario parameters on the fly based on participant performance and unfolding events. This allows the exercise to dynamically “speed up or slow down” and inject new events in real time ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=could%20be%20changed%2C%20with%20the,launched%20during%20the%20exercise%20itself)), keeping the challenge calibrated to the trainees – avoiding situations that are too easy or overwhelming ([](https://arxiv.org/pdf/2308.12726#:~:text=and%20video%20games%20,avoid%20boredom%20and%20frustration%2C%20which)).
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3. **Gamified User Interfaces for Red, Blue, and White Cells:** A set of role-specific front-end interfaces that engage participants (Red team adversaries, Blue team defenders, and White cell controllers). These interfaces provide interactive tools for decision-making, adjudication, and real-time communication. They are designed to mimic real information environments (e.g. social media feeds, network dashboards) and include visualization and control tools so that White cell adjudicators can monitor and guide the exercise ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=author%20and%20manage%20these%20exercises,desired%20in%20the%20final%20product)).
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4. **Crowdsourced Actors via Amazon Mechanical Turk:** Integration of human crowd participants into the simulation by leveraging Amazon Mechanical Turk (MTurk) to populate certain roles. Red and Blue team roles can be supplemented with crowd workers (to introduce unpredictability and human cleverness), and **Grey actors** – neutral or background personas – can be crowdsourced to act as “noise” in the information environment (e.g. simulating the general public’s chatter). This approach adds realism by incorporating diverse human behaviors at scale in a cost-effective manner ([Mechanical Turk - an overview | ScienceDirect Topics](https://www.sciencedirect.com/topics/computer-science/mechanical-turk#:~:text=Mechanical%20Turk%20,effective%20and%20efficient%20manner)).
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Together, these components form a cohesive system that can fulfill the SBIR’s goals of creating realistic, multi-modal training exercises for information/cognitive warfare. The platform will allow a training audience (e.g. a Blue team defending unit) to experience a fully interactive cyber-information attack scenario: from the initial social media manipulation and narrative buildup, through the coordinated cyber strike, and into the post-attack information battle for public perception. All of this will run on a cloud-based architecture enabling rapid updates and scalability. In the following sections, we describe each component in detail, explain how they integrate into a unified system architecture, and outline our Phase I plan to demonstrate feasibility. We also discuss the technical risks and mitigation strategies, and how the system will be extended in Phase II to deliver a robust prototype ready for Navy evaluation.
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## Hybrid Simulation Engine: Agent-Based Modeling with LLM-Generated Content
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At the heart of the platform is a hybrid simulation engine that fuses **agent-based modeling (ABM)** with **large language model (LLM)**-driven content generation. This design allows us to simulate both the *quantitative* aspects of an information warfare scenario (actors, networks, events) and the *qualitative* aspects (narrative content, language, social context) in a seamless, integrated way.
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**Agent-Based Model of Cognitive Conflict:** We employ an agent-based model to represent the key entities in a cognitive warfare scenario. Agents can include individual personas (e.g. social media users, hackers, analysts), groups (crowd populations or botnets), and institutions (news outlets, organizations). The ABM defines the behavior rules and interactions among these agents. For example, a set of agents might represent adversary propagandists on a social network who attempt to **influence other agents** by spreading disinformation, while some agents represent defenders or the general public who may believe, amplify, or counter these messages. Agent behaviors are based on established frameworks of information maneuver. We draw on concepts such as the BEND model of social-cyber tactics ([](https://sbp-brims.org/2023/papers/working-papers/2023_SBP-BRiMS_FinalPDF_18%20(1).pdf#:~:text=BEND%20provides%20a%20framework%20for,authors%20and%20should%20not%20be)), which defines maneuvers like *boosting* or *neutralizing* information, and the MITRE ATT&CK framework for cyber actions (adapted to include social techniques) ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=these%20hybrid%20maneuvers%20to%20provide,tools%20and%20decision%20aids%20to)). The simulation engine can thus model how an online influence campaign unfolds in parallel with a cyber-attack. Prior research has shown that agent-based simulation is well-suited to capturing such complex social-cyber dynamics. For instance, Hicks & Carley (2023) developed **“an agent-based model that simulates social media users conducting social-cyber maneuvers… and visualizes two sides conducting maneuvers against each other and the effects of those maneuvers.”** ([](https://sbp-brims.org/2023/papers/working-papers/2023_SBP-BRiMS_FinalPDF_18%20(1).pdf#:~:text=Abstract,Results%20suggest%20that%20explain%20and)) Their system (BEND Battle) provided insights into how different influence tactics succeed or fail on a simulated social network. We build on this state-of-the-art by introducing a flexible, modular ABM where parameters (e.g. network structures, agent attributes, attack playbooks) can be easily modified to represent different scenarios. The ABM runs on discrete time-steps or event triggers, updating the world state: for example, calculating how many users have been swayed by a false narrative, which systems have been compromised by a cyber exploit, and how various factions (Red/Blue/Grey) are reacting.
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**LLM-Generated Narrative and Social Content:** While the ABM tracks numerical states and logical outcomes, the large language model component provides the *human-readable storyline* that brings the scenario to life. At appropriate simulation steps, the engine queries an LLM to produce natural language outputs: social media posts, chat messages, news reports, intelligence briefings, etc. This capability is critical for realism – trainees must see and respond to scenario developments as they would in real operations, via content on platforms and communications, rather than through dry inject descriptions. Recent advances in generative AI make it possible to automate such open-ended narrative generation within simulations ([Open-Ended Wargames with Large Language Models](https://arxiv.org/html/2404.11446v1#:~:text=real,%E2%80%9D)) ([Open-Ended Wargames with Large Language Models](https://arxiv.org/html/2404.11446v1#:~:text=been%20recognized,%E2%80%9D)). Our system will incorporate a state-of-the-art LLM (such as an open-source model fine-tuned for military and social-media contexts) to serve as a *scenario content generator*. For example, if the ABM determines that at time T a rumor is starting to trend on social media as part of the Red team’s campaign, the engine will prompt the LLM with the current context (the theme of the rumor, the platform, the personas involved) and generate a batch of fake posts or messages reflecting that development. These generated messages might include angry tweets blaming a target organization for a fabricated incident, or a rallying call in a chat group urging supporters to join a DDoS attack. The LLM’s output is then injected into the Blue team’s feed in the user interface, so the Blue participants actually *read* the misinformation and must decide how to react. Similarly, the LLM can generate feedback when Blue takes actions – e.g. a press release drafted by Blue, or a public response from a neutral authority – and even internal narrative such as an intelligence report summarizing detected indicators. By leveraging an LLM in this way, we ensure the simulation produces rich, contextually appropriate, and varied content on demand, far beyond what pre-scripted injects could cover. This dramatically **broadens the scope and scalability of the wargaming simulation** by automating content creation ([It Is Time to Democratize Wargaming Using Generative AI](https://www.csis.org/analysis/it-time-democratize-wargaming-using-generative-ai#:~:text=Using%20AI%2C%20game%20designers%20can,traditional%20wargame%2C%20the%20analyst%20can)), enabling exercise designers to create multiple scenario threads and narrative branches at low cost ([It Is Time to Democratize Wargaming Using Generative AI](https://www.csis.org/analysis/it-time-democratize-wargaming-using-generative-ai#:~:text=Using%20AI%2C%20game%20designers%20can,traditional%20wargame%2C%20the%20analyst%20can)).
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The combination of ABM and LLM yields a powerful hybrid engine. The ABM provides **ground truth and causality** (who does what, when, and with what effect in the simulation), while the LLM provides the **story and social texture** that make those events perceptible and meaningful to human players. For instance, in our prototype use case scenario (detailed below), an agent-based model will simulate the stages of a coordinated cyber campaign – initial recruitment of hacktivists, resource distribution, target selection, and attack execution ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=For%20example%2C%20a%20Distributed%20Denial,attackers%3B%20the%20distribution%20of)) – and the LLM will narrate each stage through messages and media that players see (such as online forum posts recruiting volunteers for a “digital protest,” emails between conspirators sharing malware, and news articles reporting on the ensuing service outage). This hybrid approach directly addresses two key deliverables of the SBIR topic: it creates **“a collection of hybrid cyber and social-cyber data”** by logging all these simulated events and generated content ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=The%20desired%20deliverable%20would%20develop%3A,tools%20and%20decision%20aids%20to)) (providing a realistic dataset of an information attack unfolding), and it implements a **“framework for information maneuvers”** by encoding behavior rules (in the ABM) and narrative patterns (via LLM prompts) that correspond to known attack and influence tactics ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=these%20hybrid%20maneuvers%20to%20provide,tools%20and%20decision%20aids%20to)). The use of an LLM also ensures the system can be rapidly updated with new scenarios – changing the narrative script no longer requires manual writing of many injects, but rather reconfiguring the prompts or training data for the model. In Phase I, we will demonstrate this hybrid engine on a focused scenario (e.g. a social-media-facilitated DDoS attack) and show that it can produce a sequence of realistic events and content. This will validate the feasibility of using advanced AI (LLMs) in military training simulations, building on recent studies that show **synthetic agents and data can effectively mirror human behavior** in such exercises ([It Is Time to Democratize Wargaming Using Generative AI](https://www.csis.org/analysis/it-time-democratize-wargaming-using-generative-ai#:~:text=Therefore%2C%20rather%20than%20directly%20relying,toward%20divergent%20viewpoints%20and%20debate)). Our design is modular: the ABM and LLM communicate via clearly defined interfaces (the ABM passes state context, the LLM returns text outputs), allowing the LLM component to be improved or swapped (for instance, upgraded to a domain-specialized model in Phase II) without altering the simulation logic.
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## Reinforcement Learning for Real-Time Scenario Adaptation
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A standout feature of our platform is its ability to intelligently adapt the scenario in real time through reinforcement learning. Traditional exercises are usually static – once the script is written, the events unfold in a predetermined way regardless of how participants perform. In contrast, our system includes an AI “game master” that monitors the exercise and dynamically adjusts it to optimize training value. This addresses the SBIR requirement that the system support rapid scenario updates, even to the point of allowing the scenario to be **“sped up or slowed down based on participant performance” and for new injects to be launched during the exercise** ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=could%20be%20changed%2C%20with%20the,launched%20during%20the%20exercise%20itself)).
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The reinforcement learning component functions as a *scenario controller agent*. Its goal is to keep the training experience within an optimal difficulty range and to ensure key learning objectives are met, all while maintaining realism. We formulate this as a sequential decision-making problem: at each time step (or decision point) in the simulation, the controller agent can choose to introduce, modify, or withhold certain events in the scenario. Examples of actions the RL agent might take include: triggering an additional piece of misinformation if the Blue team is countering the current narrative too easily, accelerating the timeline of the next cyber attack phase if Blue’s response has been slow (to pressure them), or conversely, delaying or dialing back some Red activities if Blue is overwhelmed and missing critical cues. The agent could also adjust environmental parameters – for instance, increasing the volume of background noise (chatter) to raise the challenge, or having a usually neutral actor inject a helpful hint if the trainees are truly stuck. The RL agent makes these decisions based on the *state* of the exercise, which can be represented by features such as Blue team’s performance metrics (success/failure of recent actions, time taken to respond to an alert, etc.), the level of Red’s success (e.g. how far the malware spread, or how many people believe a false story), and even trainee workload or stress indicators if available. We design a reward function that encapsulates training effectiveness – encouraging scenarios that push participants to their learning edge without overwhelming them. This concept aligns with the theory of **dynamic difficulty adjustment (DDA)** from the gaming domain: *“automatic real-time adjustment of scenarios, parameters, and behaviors… to follow the player’s skill and keep them from boredom (too easy) or frustration (too difficult)”* ([](https://arxiv.org/pdf/2308.12726#:~:text=range%20of%20fields%2C%20including%20e,avoid%20boredom%20and%20frustration%2C%20which)). In essence, our RL-driven adaptation seeks to implement DDA in a serious game/training context, keeping the exercise flow in the optimal zone (often referred to as the “flow channel” between anxiety and boredom ([](https://arxiv.org/pdf/2308.12726#:~:text=Based%20on%20Csikszentmihalyi%E2%80%99s%20flow%20theory,improving%20user%20experience%2C%20engagement%2C%20and))). By doing so, we aim to maximize engagement, immersion, and skill uptake; research shows that such adaptive difficulty can significantly improve learning outcomes in training games ([](https://arxiv.org/pdf/2308.12726#:~:text=Paraschos%E2%80%99s%20and%20Koulouriotis%E2%80%99s%20review%20paper,their%20assignments%20are%20slightly%20more)).
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Technically, the RL agent can be trained in simulation (offline, before the exercise) using repeated runs of the scenario. Because our environment (ABM + LLM) is largely software-based, we can run hundreds or thousands of simulation episodes with varied trainee models to let the agent learn effective strategies. We will likely employ a deep reinforcement learning approach (e.g. Deep Q-Network or policy gradient methods) given the complexity of the state and action space. Even with partial information, the agent can learn heuristics – for example, if Blue has neutralized the first phishing attack very quickly in past runs, it might learn that introducing a second-layer attack (like a ransomware attempt) yields more learning opportunities; if Blue is floundering, the agent learns to slow down the pace to avoid a total breakdown of the scenario. During an actual training run, the RL policy (which can also incorporate some rule-based safety overrides set by the exercise designers) will execute in real time, observing the simulation state and applying appropriate adaptations. Importantly, this does not remove the human control element – the White cell can always supersede or guide the AI director (and we will design the system such that the White cell UI shows what the RL agent is doing and allows approval or veto of major adjustments if desired).
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By introducing RL-based adaptation, each exercise play-through becomes a tailored experience. If participants excel, the simulation organically becomes harder and presents new twists (maintaining challenge); if they struggle, the simulation gives them a chance to recover and learn by ensuring critical cues aren’t all missed at once. This adaptivity also means scenarios need not be aborted or reset when trainee actions diverge from expectations – the system simply adapts to the new situation in a plausible way. In Phase I, we will implement a simplified version of this adaptive logic to prove the concept. For instance, we might define a basic reward for the RL agent such as “ensure Blue’s success probability stays around 50%” and allow it to choose one of a few discrete injects in a test scenario, then train it in simulation. Even a rudimentary demonstration like adjusting the timing of a second cyber attack wave based on Blue’s real-time performance will illustrate the power of this approach. Ultimately, this RL-driven dynamic scripting fulfills the SBIR’s vision of an exercise environment that can be updated rapidly (even *within* an exercise run) and improved over time. In effect, the more the system is used (and trained), the smarter its scenario control becomes. It learns what narrative branches or surprise events best elicit the desired reactions from trainees, continuously **improving the scenario efficacy through AI**. This is a novel application of reinforcement learning in the training domain – turning the wargame into a two-sided adaptive experience rather than a fixed scenario. The end result is a training platform that keeps participants in that ideal *“zone of proximal development”* where they are challenged just beyond their current skill level ([](https://arxiv.org/pdf/2308.12726#:~:text=DDA%20in%20improving%20user%20experience%2C,12)), which is known to be optimal for learning.
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## Gamified User Interfaces for Red, Blue, and White Cells
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To engage participants and orchestrate the human element of the simulation, we will develop a suite of **gamified user interfaces** tailored to the Red team (adversary role), Blue team (defender/trainee role), and White cell (control/evaluator role). These interfaces are crucial in translating the complex simulation data into an accessible, interactive experience for humans. They also provide the means for participants to make decisions and take actions in the virtual scenario in a manner that feels authentic and immersive.
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**Blue Team Interface:** The Blue team UI is designed for the trainees who are defending against cognitive/information attacks. It will present them with a rich, multi-modal picture of the scenario as it unfolds. For example, the interface may resemble a combination of an intelligence analyst’s dashboard and a social media monitoring tool. A **feed view** will display incoming information in real time – such as social media posts (generated by the LLM engine) that Blue should notice, news bulletins, system alerts from network monitoring (if a cyber component is active), and communications from other team members or stakeholders. Rather than being briefed by an instructor, the Blue team will *discover* events through this feed, as in real operations. They might see a suspicious trending hashtag, then a report of increased phishing emails, then a system alarm for unusual traffic – all hinting at a developing campaign. Alongside the feed, the Blue UI will provide interactive tools to respond. These could include: a console to perform investigative actions (e.g. query a database of user profiles, scan a server for malware indicators), a communication module to issue responses or commands (e.g. drafting a public affairs message to counter a false narrative, or instructing a cyber unit to block an IP address), and a decision log or menu for taking higher-level actions (for instance, invoking an incident response plan or requesting help from a higher authority). We will incorporate **game design elements** such as clear objectives, timers, and feedback on actions. For example, if the scenario goal is to prevent a cyber attack by identifying it early, the Blue interface might have a progress indicator of the attack preparation; effective Blue actions slow or stop the progress (which they can visualize), whereas missed clues let it advance. The interface can score Blue’s decisions (e.g. correctly flagging a disinformation post gains points, missing it loses points), providing immediate feedback and a bit of competitive incentive. By structuring the Blue experience with these gamified elements, we keep trainees invested in the exercise as an interactive challenge rather than a passive drill.
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**Red Team Interface:** The Red team UI is for those assuming the adversary role. In many training exercises, dedicated red cell players (or controllers) actively simulate the enemy. Our platform supports this by giving Red players a console to conduct their information operations within the simulation. The Red interface could be thought of as the “attacker’s dashboard.” It would present Red with tools to initiate maneuvers like launching a misinformation campaign, deploying a cyber exploit, or amplifying certain messages. For instance, Red might have a menu of tactics (aligned with the framework of social-cyber maneuvers) to choose from: they could select “Spread Rumor X on Platform Y” and target it at a certain community, which would then cue the simulation engine to generate that event. They might have an interface to compose a fake news article or doctored image (with assistance from the LLM for plausible text). If the Red role is filled by AI (which it partially will, via the simulation engine), this interface still exists for the Red *virtual* agents – essentially it is how the simulation executes Red tactics. But if a human is controlling Red (for example, an instructor or an adversary role-player in a more competitive exercise), the interface ensures they operate under the same conditions as a real adversary (with limited information and specific capabilities). They may see a simplified view of what effects their actions have (e.g. a gauge of how much they have influenced public opinion or how far their malware has spread). By gamifying Red’s interface, we allow human red teamers to compete against Blue in a structured way – essentially turning the exercise into an interactive game where Red tries to achieve their objectives (e.g. cause confusion, successfully carry out the attack) and Blue tries to thwart them. Notably, the system can accommodate a **hybrid Red** approach: AI-driven adversaries handle routine actions and background behavior, while a human red teamer can jump in for creative or high-level moves. The UI supports this by letting the human trigger or customize AI actions on the fly.
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**White Cell Interface:** The White cell (or control cell) are the referees, facilitators, and evaluators of the exercise. Their interface is perhaps the most feature-rich, as it must provide situational awareness of the entire simulation and tools to intervene or guide as needed. The White cell UI will include a **scenario overview dashboard** showing key indicators of the exercise state: timelines of major events, statuses of Red and Blue objectives, maps or network diagrams if applicable (for instance, a network diagram might show systems that are under attack, and a social network diagram might show communities and influence levels). Visualization is a core aspect – recalling that **“the capability to explain [and] visualize”** the scenario is highly desired ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=author%20and%20manage%20these%20exercises,desired%20in%20the%20final%20product)). We plan to incorporate visualization of the information environment, such as graphs of sentiment over time in the population, or a color-coded map of which regions have been impacted by propaganda. The White cell can use these visual aids to quickly assess how well Blue is doing and where the story is headed. Additionally, the White interface provides **adjudication tools**. For example, if Blue takes an action that requires an outcome decision (say, they try an unplanned tactic like contacting a social media company to remove a piece of content), the White cell can adjudicate the result through their UI – perhaps selecting an outcome (“content removed after 1 hour delay”) which the simulation will then honor. The interface also allows White to inject events manually if needed. While the RL-driven adaptation and the Red agents will handle most injects, the White cell might still want to introduce a custom curveball or insert a teaching point. The UI might have a library of injects that can be triggered on demand (e.g. “introduce unrelated real-world news event to distract players”), or even a text input to send a direct message to a participant (in character, if White chooses to role-play as a certain actor). Essentially, the White cell UI is the control panel for the exercise’s behind-the-scenes director – it can monitor everything and shape the scenario as a safety net or for instructional purposes.
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All three interfaces are **gamified and user-friendly**. By gamification, we mean they incorporate elements like scoring, progression, and perhaps even narrative rewards (e.g. a debrief screen that shows how the scenario progressed based on player actions). However, we avoid an overly “arcade” feel; the styling will be professional and relevant to military users, just with modern UX principles to keep it engaging. The use of these role-based interfaces moves the exercise away from the dry, scripted nature of a typical tabletop. It becomes a live, competitive simulation exercise – Red vs Blue with White overseeing – similar to a multiplayer simulation game but grounded in real-world information warfare dynamics. Notably, the platform can accommodate multiple participants on each side: for instance, a Blue team of several individuals can each have the Blue UI and perhaps take on different responsibilities (one focusing on cyber defense, another on public affairs, etc.), collaborating through the system. The cloud-based nature of the platform means these participants can be distributed geographically and still partake in the same virtual exercise.
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Finally, the interfaces serve as the conduit for data capture and **after-action review (AAR)** as well. They will log all actions taken by participants, which can later be replayed or analyzed by the White cell to provide feedback. For example, the White UI could have an AAR mode that shows a replay timeline with annotations of what happened when, allowing instructors and trainees to walk through the scenario afterward and discuss decision points. This further enhances the training value by connecting the immersive experience with reflective learning. In Phase I, we will develop prototype UIs for at least the Blue and White roles (as those are most critical to demonstrate). For instance, a simple web-based Blue dashboard showing a feed of LLM-generated “tweets” and a set of action buttons (monitor, respond, ignore) can already illustrate the concept. A basic White panel to pause/resume the simulation or inject an event will also be built. These prototypes will be refined with user feedback (from subject matter experts or test users) to ensure the design effectively balances realism with playability. By Phase II, we anticipate a polished interface set that makes participating in the exercise intuitive and engaging, lowering the barrier for adoption across units.
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## Crowdsourcing Actors with Amazon Mechanical Turk
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In addition to AI-driven agents and dedicated participants, our platform introduces an innovative use of **crowdsourcing** to enhance scenario realism: employing Amazon Mechanical Turk (MTurk) workers as on-demand human actors in the simulation. The idea is to leverage the power of the crowd to simulate the broad and diverse behavior of populations in the information environment – particularly the *Grey* space (neutral or undecided individuals, background noise, bystanders) – and to even bolster Red or Blue teams when needed with human ingenuity.
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||||
**Grey Actors as Neutral Noise:** Cognitive warfare scenarios often involve a large population of neutral parties who can be influenced one way or another. For example, social media is full of ordinary users who might unwittingly amplify a false story or express confusion during a cyber crisis. Simulating each of these “background” individuals with full AI fidelity is computationally expensive and can sometimes result in repetitive or stale behavior. Instead, we can task crowd workers to play the role of some of these neutral personas in a limited capacity. Using MTurk, we would create Human Intelligence Tasks (HITs) that ask workers to, say, **“Imagine you are a regular person on social media who just saw [a specific post]. Write a comment expressing your thoughts.”** The simulation can supply each worker with a brief, anonymized context (the content of the fake post or news they are reacting to, and perhaps a one-line persona description like “you are a 45-year-old teacher”). Dozens of crowd responses can be gathered within minutes, which the system then injects as a flurry of unique, human-generated comments. This creates a burst of organic-seeming noise: some workers might agree with the post, others might doubt it, some could ask questions or spread it further. The **cost-effective nature of MTurk** – coordinating supply and demand of human intelligence tasks rapidly and cheaply ([Running experiments on Amazon Mechanical Turk | Cambridge Core](https://www.cambridge.org/core/journals/judgment-and-decision-making/article/running-experiments-on-amazon-mechanical-turk/BBD787F3B4DDB61119CBB215927CA39E#:~:text=Core%20www,require%20human%20intelligence%20to%20complete)) ([Mechanical Turk - an overview | ScienceDirect Topics](https://www.sciencedirect.com/topics/computer-science/mechanical-turk#:~:text=Mechanical%20Turk%20,effective%20and%20efficient%20manner)) – makes it feasible to gather a crowd of Grey voices for each major inject. These Grey actors are *“neutral noise”* in that they are not orchestrated by Red or Blue, but their reactions can nonetheless shape the trajectory of the scenario (just as real public opinion does). Blue will have to sift through these responses to gauge the impact of the adversary’s narrative and adjust their strategy (for instance, if many people start panicking due to a rumor, Blue knows the rumor is taking hold and must react). The diversity of real human input ensures that the exercise avoids the predictable patterns that pure AI simulation might produce. It injects true unpredictability and realism – participants know some of those social media comments were written by actual people, adding weight to the exercise.
|
||||
|
||||
**Crowdsourced Red and Blue Augmentation:** While Grey roles are a natural fit for crowdsourcing, we can also use MTurk to support Red and Blue roles in certain contexts. For the Red team, we could crowdsource ideas or content to broaden the playbook of adversarial behavior. For example, a MTurk task might be: *“As an adversary, what misleading message might you spread to exploit news of a cyberattack?”* The collected answers can populate a repository of disinformation ideas that the Red AI or human controllers can draw from, reflecting perspectives the designers may not have thought of. In real time, one could even have MTurk workers vote on or craft variations of a Red narrative to simulate how an adversary might A/B test their messaging on a real population. For Blue team, crowdsourcing is less likely to be used during an actual training (since Blue are typically the trainees themselves), but it could be used in the development phase to anticipate Blue responses. Alternatively, MTurk could furnish additional friendly personas in an exercise – for instance, simulate the perspectives of allied agencies or the local populace that Blue might consult. A MTurk worker might be assigned to role-play a local official who Blue can query for information during the scenario, adding an interactive human element.
|
||||
|
||||
One particularly valuable use of crowd input is **during scenario design and validation**. In Phase I, as we build our initial scenario, we will leverage MTurk to validate the plausibility of our content. We can present workers with snippets of LLM-generated narrative (without telling them it’s AI) and ask if it seems like something real users would say or do. Their feedback helps us refine prompts or choose the best outputs to ensure realism. Furthermore, crowd responses become part of our hybrid dataset of social-cyber maneuvers ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=The%20desired%20deliverable%20would%20develop%3A,tools%20and%20decision%20aids%20to)) – they are real data indicative of how people might react, which can be used to train or fine-tune the LLM (creating a virtuous cycle between human data and AI generation).
|
||||
|
||||
Integrating MTurk into a live simulation in Phase II will require careful orchestration. We will need to ensure tasks are launched at the right time and that responses are filtered for appropriateness (to avoid any truly off-base or toxic content making it into the exercise). Our system architecture accounts for this by having a **Crowd Integration Module** that interfaces with the MTurk API. This module can automatically post tasks when certain events occur in the simulation (e.g., when Red’s big propaganda drop happens, trigger a Grey reaction task). It will collect responses over a short window and subject them to an automated moderation filter (and/or a quick White cell review) before injecting into the scenario. Any content that violates exercise rules or goes off-topic can be discarded. The remaining crowd-generated content is then labeled as coming from various simulated user accounts in the exercise world and delivered to Blue’s feed. Because tasks are micro in scope and require no specialized knowledge (everyone knows how to react to a piece of news in their own way), the crowd should be able to contribute meaningfully with minimal briefing.
|
||||
|
||||
From a cost and practicality standpoint, using MTurk for training exercises is novel but feasible. Each crowd inject might cost only a few tens of dollars given typical MTurk reward rates, which is trivial in the context of a large exercise and far cheaper than recruiting dozens of role-players or programming countless AI personas. Moreover, it **democratizes the creation of scenario content** – harnessing a wide range of perspectives from the global internet population ([It Is Time to Democratize Wargaming Using Generative AI](https://www.csis.org/analysis/it-time-democratize-wargaming-using-generative-ai#:~:text=Therefore%2C%20rather%20than%20directly%20relying,toward%20divergent%20viewpoints%20and%20debate)). There is evidence that such synthetic-yet-human data can mirror real subpopulation responses ([It Is Time to Democratize Wargaming Using Generative AI](https://www.csis.org/analysis/it-time-democratize-wargaming-using-generative-ai#:~:text=Therefore%2C%20rather%20than%20directly%20relying,toward%20divergent%20viewpoints%20and%20debate)), which is exactly what we need in cognitive warfare scenarios. By Phase II, we will have tested this concept in smaller scales (e.g. using 10–20 workers to simulate Grey noise in Phase I trials) and will develop procedures to reliably scale it up (perhaps hundreds of workers for larger exercises). An important note is that all scenario context given to MTurk will be unclassified and fictional, framed as a simulation exercise, so there are no security issues with involving public crowd workers. In fact, this approach could also double as a public resilience tool (workers themselves might learn about disinformation tactics by participating!).
|
||||
|
||||
In summary, the MTurk integration brings a **human-in-the-loop** element that complements our AI agents. Red and Blue teams get the benefit of human creativity and unpredictability, while Grey background noise gets the authenticity of real human reactions. This blend of **“artificial artificial intelligence”** (the original Mechanical Turk concept) with actual AI models creates a rich tapestry of interactions in the simulation. Our platform will be one of the first training systems to use crowdsourcing in this manner, potentially setting a precedent for more dynamic, crowd-involved exercises. It ensures that our cognitive warfare simulation is not happening in a vacuum, but echoes the *live nature of the information environment* – where countless real people are continuously shaping the narrative.
|
||||
|
||||
## System Architecture and Integration
|
||||
Bringing together the components described above into a unified platform requires a robust, scalable, and secure architecture. We adopt a **cloud-native, modular architecture** to ensure each component can develop and function independently yet interoperate seamlessly via the cloud. Figure 1 illustrates the high-level design of the system (described conceptually below):
|
||||
|
||||
**Modular Microservices:** Each major functional element of the system is implemented as a microservice or a set of microservices. For example, the **Simulation Engine Service** encapsulates the hybrid ABM + LLM logic. Within this service, there might be sub-modules (an agent-based simulation module and a content generation module), but to other parts of the system it behaves as one service: it accepts scenario configurations and agent actions, advances the scenario, and emits events/content. The **RL Adaptive Controller** is another service that subscribes to simulation state updates and decides on adaptation actions, feeding those back into the simulation. The **User Interface services** (Red UI, Blue UI, White UI) will likely be web-based frontends that communicate with the back end via APIs or web sockets. Each UI is backed by a service that handles that role’s logic – e.g. a Blue Service that queries the simulation for Blue-relevant data and sends user actions (decisions) back to the simulation. Likewise, a **Crowd Integration Service** manages communication with Mechanical Turk’s external API, handling the posting of tasks and retrieval of results, then passing processed results into the simulation as events. By modularizing in this way, we ensure that improvements or changes in one component (say, swapping out the LLM model for a new one) do not ripple undesirably into other parts of the system, as long as the interface contracts (APIs/messages) remain consistent.
|
||||
|
||||
**Cloud Infrastructure and Scalability:** The entire system will be deployed on a cloud platform (e.g. AWS GovCloud or commercial AWS for development) using containerization (Docker containers orchestrated by Kubernetes or similar). Each microservice runs in its own container, enabling horizontal scaling where needed. For instance, if multiple training sessions are running in parallel, we can spin up multiple instances of the simulation service, or if the LLM content generation is heavy, we can scale that component separately (perhaps even using serverless functions for bursty generation tasks). Cloud deployment also eases integration with AWS services such as MTurk. Being cloud-native means the system can leverage managed services for certain tasks: we might use a managed database service for storing scenario data and logs, and a pub/sub messaging service (like AWS SNS/SQS or Kafka) for event communication between modules. The simulation will likely produce a stream of events (like “Agent A posted message X at time t”) which needs to be broadcast to relevant UIs and possibly the RL agent. A publish-subscribe pattern suits this: the Simulation Engine publishes events to topics (e.g. “Blue_feed” topic for things Blue should see, “global_log” topic for all events, “RL_feedback” topic for the RL agent with condensed state), and subscribers (UI services, RL service) receive them in real time. This decoupling via messaging makes the system robust to delays or failures – if a UI disconnects, the simulation can continue and the UI can catch up from the event log when reconnected.
|
||||
|
||||
**Data Management:** A core data repository will store scenario definitions, agent profiles, and the content library. This includes both *static data* (like pre-defined scenario elements, templates, the framework ontology of maneuvers) and *dynamic data* (runtime logs, user decisions, outcomes). We will design a schema that connects to the information maneuver framework mentioned in the SBIR (akin to MITRE ATT&CK for social-cyber) ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=these%20hybrid%20maneuvers%20to%20provide,tools%20and%20decision%20aids%20to)). Each scenario can be represented as a sequence or network of events mapped to that framework. This not only helps in authoring (by providing a structured way to build scenarios), but also in explaining and visualizing the scenario during and after execution – since events can be labeled by type (e.g. “Phishing Attack” or “Propaganda Boost”) and linked to objectives. The White cell UI will leverage this to show an **explainable timeline** of the exercise, fulfilling the “capability to explain” requirement ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=author%20and%20manage%20these%20exercises,desired%20in%20the%20final%20product)). Data management also entails storing all generated synthetic data (social media content, etc.) which can be massive. We will use cloud storage solutions and potentially compression or filtering (for example, we don’t need to store every single neutral tweet from every run, just a representative sample or those relevant to outcomes). All data will be tagged by scenario run and version to support later analysis and improvement (machine learning on this data can reveal patterns of trainee behavior or scenario balance, guiding refinements).
|
||||
|
||||
**Integration of AI Components:** The LLM will likely be deployed as a separate scalable service – possibly using a model serving framework (such as HuggingFace Transformers or TensorFlow Serving) with GPU support in the cloud for performance. This **LLM Service** will receive prompt requests from the Simulation Engine and return generated text. We will implement caching for the LLM outputs when appropriate (to reuse previously generated content for repeated scenarios or multiple trainees facing the same inject, if uniqueness is not crucial, thereby saving computation). The **RL agent** might be co-located with the simulation or separate; if separate, it will interface through the messaging system or a control API. Training of the RL agent is done offline, but during execution the trained policy can run very fast (a lightweight model that observes state variables and outputs an action). Ensuring the RL decisions are taken at sensible intervals and with White cell oversight will be part of the integration: e.g. the RL service might propose an adaptation and send it to the White UI for a quick approve/decline, unless it’s been pre-approved for automatic execution (which could be a setting depending on exercise autonomy desired).
|
||||
|
||||
**Security and Access Control:** As a multi-user system with potentially sensitive scenarios, we will build in user authentication, role-based access, and data isolation per exercise. Each exercise session will have its own instance or namespace in the cloud deployment to avoid crosstalk. Communication channels will be encrypted. If deploying on government networks, the architecture can be containerized and delivered to a secure cloud or on-premises servers as needed (cloud-native design does not mean it must always run on public cloud – it simply uses cloud technologies that can be mirrored in private clusters). The modular design also facilitates code security reviews and testing of each component in isolation.
|
||||
|
||||
**Extensibility:** The modular architecture is inherently extensible. New modules can be added in Phase II and beyond – for example, if we want to integrate a virtual reality component (for more immersive visualization for trainees) or a detailed network traffic simulation (for a deeper cyber-physical element), these could be additional services that plug into the core via the pub/sub system. The scenario framework could be extended to multi-domain (cognitive warfare combined with kinetic operations), by connecting our information simulator with a physical wargame simulator through an API. Our choice of open standards and common protocols (likely RESTful APIs, WebSockets, and possibly data formats like JSON or ProtoBuf for messages) ensures interoperability. This also means third-party tools could be integrated: e.g. if the Navy has an existing analytics dashboard, it could subscribe to our event stream; or an external AI system (say a specialized deepfake video generator) could be triggered by our simulation when needed.
|
||||
|
||||
In summary, the system architecture is designed to be **flexible, scalable, and maintainable**. Cloud-native microservices allow us to rapidly iterate on individual components during Phase I development. They also enable the **“produce realistic scenarios in under 1 month”** and **“scenario updates in 24 hours”** goals of the topic ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=The%20desired%20deliverable%20would%20be,launched%20during%20the%20exercise%20itself)) by making the software easy to update (a single service can be redeployed with improvements without overhauling the whole system). If a new information warfare tactic emerges in the real world, we could update the simulation module for that behavior and deploy it quickly. Or if a better language model becomes available, we swap it in and instantly the content quality improves. This agility is only possible with a loosely coupled design. Our integration testing will ensure that despite the loose coupling, the end-to-end behavior meets the requirements: the data flows from the simulation to the UIs must be timely (<1 second latency for real-time feel), the RL agent’s interventions must synchronize correctly (not causing race conditions with human injects), and the Mechanical Turk responses must enter the system in a controlled way. We will use simulation logs extensively to verify that each component’s input/output is as expected. By the end of Phase I, we plan to have a working integrated prototype of this architecture on a cloud testbed, demonstrating that all pieces – simulation, AI, UI, crowd – can work in concert.
|
||||
|
||||
## Phase I Technical Feasibility and Deliverables
|
||||
The proposed Phase I effort focuses on establishing the core feasibility of this approach and delivering foundational components and demonstration results. The work in Phase I will be structured into several tasks aligned with the SBIR Phase I guidelines ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=PHASE%20I%3A%20Collect%20and%20validate,Prepare%20a%20Phase%20II%20plan)), culminating in a proof-of-concept simulation platform and a roadmap for Phase II.
|
||||
|
||||
**Task 1: Use Case Selection and Data Collection.** We will begin by selecting a concrete use case scenario of hybrid cyber and cognitive warfare to model in detail. The SBIR topic provides an example of a **Distributed Denial of Service (DDoS) attack facilitated by social media** ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=For%20example%2C%20a%20Distributed%20Denial,attackers%3B%20the%20distribution%20of)), which is an excellent candidate. We will refine this scenario with input from Navy stakeholders or subject matter experts – outlining the sequence of adversary actions (e.g. Stage 1: adversary uses social media to rally supporters and anger them against the target; Stage 2: recruitment of volunteer “hackers”; Stage 3: distribution of attack tools via online channels; Stage 4: coordinated timing of the DDoS strike; Stage 5: the attack and its aftermath in media). For our chosen use case, we will **collect and/or generate relevant data**. This includes scraping open-source social media data or news related to similar real incidents (if unclassified examples exist) to understand realistic language and indicators. We will also consult existing knowledge bases like MITRE ATT&CK for the cyber aspects (to identify what technical signs a DDoS has, etc.) and any available databases of misinformation campaigns for the cognitive side. The goal is to have a **“collection of related hybrid cyber and social-cyber data indicative of these hybrid maneuvers”** ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=The%20desired%20deliverable%20would%20develop%3A,tools%20and%20decision%20aids%20to)) as a ground truth reference and as training data for our AI components. Part of this task may involve using MTurk in a preliminary way – e.g. asking crowd workers to produce example social media posts given a hypothetical scenario prompt, to enrich our dataset of adversary and public reactions. We will validate any collected data for realism and relevance, effectively building a small *library of scenario content*.
|
||||
|
||||
**Task 2: Initial Framework and Modeling Approach.** In parallel with data collection, we will formalize the **framework for information maneuvers** that will underpin our simulation ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=these%20hybrid%20maneuvers%20to%20provide,tools%20and%20decision%20aids%20to)). This means defining the ontology of events (both cyber and information events) and relationships/stages for our scenario. For the DDoS use case, we outline stages such as “Preparation – Call to Arms”, “Coordination – Tool Distribution”, “Attack Execution”, etc., and map these to specific agent behaviors and expected Red/Blue actions. This framework will draw from known models (like the cyber kill chain, extended with social elements). We will document the *red flags* or indicators at each stage that Blue should be trained to catch ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=material%20indicative%20of%20an%20impending,Prepare%20a%20Phase%20II%20plan)) – for example, a spike in new social media accounts advocating an action could be a red flag for upcoming recruitment. Establishing this framework in Phase I guides the design of both our ABM rules and our evaluation metrics for Blue performance. Essentially it’s a mini-doctrine or schema for the scenario that ensures the simulation we build is *valid and logically sound*.
|
||||
|
||||
**Task 3: Prototype Hybrid Simulation Engine Development.** Here we implement the core of our hybrid engine for the chosen use case. This involves coding a basic agent-based model representing the key actors (e.g. adversary influencer agents, follower agents, Blue defender agent or sensors, etc.) and integrating an LLM for content generation. We will likely start with a smaller pre-trained language model (for example, a 6B-parameter range model that can run on available hardware) fine-tuned on a corpus of social media and cybersecurity text to give it the appropriate style and vocabulary. Even in Phase I, we aim to demonstrate that the LLM can produce **“synthetic material indicative of an impending cyber-attack”** as described by the topic ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=a%20particular%20use%20case%20or,attack%20has%20several%20stages)). Concretely, we’ll test prompts such as “Write a series of tweets from a hacktivist leader trying to convince others to target [the exercise target]” and see that the model outputs believable content. The ABM and LLM will be connected such that the ABM’s state triggers LLM calls – we will likely hard-code a few trigger points in the scenario (e.g. at Stage 1, generate social posts; Stage 3, generate a phishing email content; Stage 5, generate a news report on the attack). This prototype engine will then be executed to simulate the full scenario timeline. We expect to produce a demonstration where, for example, we can show a console log or simple UI of events: “Day 1: 1000 tweets appear, rumor about Navy base – here are samples [LLM outputs]… Day 3: A pastebin link with attack instructions circulates [LLM output]… Day 5: coordinated attack traffic detected (simulation event)… Day 5: News media report website down [LLM output]”. We will verify that the chain of events is consistent with our framework and data (this checks the **feasibility of the simulation model** to bring together the data and framework into realistic scenarios ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=guide%20the%20development%20of%20social,attacks))). If time permits, we will incorporate preliminary RL adaptation in the prototype – perhaps in a simplistic way like a rule-based logic that mimics what an RL would do (since fully training an RL in Phase I might be ambitious). For instance, we could add a toggle that if Blue catches the early warning, the Red will switch tactics (to simulate adaptive behavior). Even a manual trigger can demonstrate the concept of branching scenario.
|
||||
|
||||
**Task 4: User Interface Mockup and Minimal Implementation.** We will create a basic front-end for the Blue role (and possibly a minimal White control panel) to illustrate how users would interact with the simulation. This can be a web application that connects to the running simulation engine to display content. For Phase I demo purposes, the UI can be simplistic – e.g. a refreshable feed that shows the latest messages (with timestamps and sender tags), and a couple of buttons for Blue to indicate actions (like “flag this post as false” or “deploy counter-narrative”). We will have the UI actions feed back into the simulation logic (even if that simply updates a log or slightly alters the scenario outcome). The White interface in Phase I could be as simple as a command-line or admin panel to start/pause the simulation and view a summary of state (since building the full White GUI is more of a Phase II activity). The primary purpose in Phase I is to demonstrate end-to-end flow: a human sees the scenario through the UI, takes an action, and the simulation responds. This also allows us to involve a small number of evaluators (perhaps our own team members acting as test players, or friendly users) to carry out a trial run of the prototype and give feedback on usability and realism.
|
||||
|
||||
**Task 5: Integration of Mechanical Turk in Prototype (feasibility test).** As a stretch goal in Phase I, we will conduct a limited test of the MTurk integration. For example, during a prototype run, we might simulate the “call to arms” stage and actually post a MTurk task asking workers to respond with what they would do or say after seeing the adversary’s call. We can compare those responses with our LLM-generated ones to see if the crowd adds new dimensions. If it’s not feasible to do live integration at this stage, we will at least design the interface (the API calls and task format) and possibly perform an offline MTurk experiment to gather sample data for use in Phase II. The aim is to ensure we understand the process and have resolved any basic issues (like how to encode context for workers succinctly, how fast responses come in, etc.). Success criteria would be that we obtain useful, on-topic contributions from crowd workers that can be fed into the scenario. This will validate the concept of crowdsourced Grey noise and set the stage for a larger role in Phase II.
|
||||
|
||||
**Task 6: Demonstration and Phase I Deliverables Preparation.** We will assemble all the components into a coherent Phase I demonstration. This involves packaging the prototype system (likely on a single cloud VM or a small cluster) and walking through the use case scenario from start to finish with one or more human in the loop participants. We will demonstrate specific SBIR-relevant capabilities, such as: the generation of synthetic scenario data (showing our collected real data vs. AI-generated data for comparison), the ability to update scenario content quickly (perhaps by tweaking a prompt or swapping in new data and rerunning to show a different story, thereby highlighting the rapid update potential), and the partial dynamic adaptation (manually or via simple AI). We will document the results, including any performance metrics (e.g. how many realistic messages were generated, how accurate were players in reacting, etc.), to show technical feasibility. The deliverables from Phase I will include:
|
||||
- **Initial Data Set and Framework:** A documented set of hybrid social-cyber data for the use case, and the defined framework (stages, maneuvers, indicators) that informed our model ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=material%20indicative%20of%20an%20impending,Prepare%20a%20Phase%20II%20plan)).
|
||||
- **Prototype Simulation Software:** The code for the ABM+LLM engine and any supporting scripts, along with a demonstration user interface. This serves as a proof-of-concept tool that the Navy can run to see the concept in action (likely in an unclassified environment).
|
||||
- **Feasibility Study Results:** A report on the performance of the LLM in generating content, the behavior of the simulation, and the outcome of any test runs (including feedback from any evaluators). We will specifically note how this approach meets or exceeds the realism of tabletop methods, and identify any gaps to address in Phase II.
|
||||
- **Phase II Development Plan:** A detailed plan for building out the full system in Phase II, informed by our Phase I lessons. This will cover how we will enlarge the use case set (perhaps adding a second scenario to ensure generality) ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=Enlarge%20the%20use%20cases%20from,authoring%20tools%20to%20assist%20exercise)), how we will improve the data synthesis capability (possibly training a custom LLM as suggested in the topic) ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=Develop%20a%20catalog%20of%20use,live%2C%20virtual%20constructive%20exercise%20for)), the design of the scenario authoring tools for exercise planners ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=synthesis%20capability%20,for%20validation%20of%20the%20system)), and the approach to integrate everything into a working prototype for a full exercise demonstration by the end of Phase II.
|
||||
|
||||
Throughout Phase I, we will pay attention to technical risks such as: LLM hallucination or inconsistency (mitigated by careful prompt design and possibly fine-tuning with our scenario data), complexity of RL integration (we keep it simple in Phase I, deferring full training to Phase II after we have more data), and user interface complexity (we will focus on core functions first). By the conclusion of Phase I, we expect to **establish the feasibility of the key innovative aspects** – namely that an AI-driven simulation can generate realistic multi-modal scenarios of a cognitive attack, and that real-time adaptation and crowd integration are achievable enhancements. This will give the Navy evaluators confidence that the concept warrants Phase II investment. In fact, as part of the deliverables, we anticipate providing a short demo to Navy stakeholders (perhaps remotely via the cloud deployment) so they can witness a scenario play out with our system. This hands-on experience often speaks louder than reports, in showing that our modular cognitive warfare simulator can indeed revolutionize training.
|
||||
|
||||
## Phase II Development and Extension
|
||||
In Phase II, we will take the validated Phase I foundation and expand it into a comprehensive, deployable training platform that meets all the objectives of topic N252-110 at scale. Phase II will focus on enhancing capability, robustness, and usability, delivering a full system ready for real-world exercises.
|
||||
|
||||
**Scaling to Multiple Use Cases:** While Phase I focused on a single scenario, Phase II will **“enlarge the use cases”** to cover a wider range of cognitive warfare scenarios ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=Enlarge%20the%20use%20cases%20from,authoring%20tools%20to%20assist%20exercise)). We will develop a *catalog of scenarios* encompassing different types of information warfare challenges. For example, additional use cases might include: an election interference scenario (where Red spreads disinformation to influence an election outcome), an insider threat scenario amplified by social media rumors, or a crisis response scenario with competing narratives (e.g. after a cyber-induced infrastructure failure, Red tries to sow panic while Blue seeks to reassure the public). For each new scenario, we will collect relevant data and extend the framework so that it **“broadly encompass cyber and social-cyber maneuvers”** across various contexts ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=these%20hybrid%20maneuvers%20to%20provide,tools%20and%20decision%20aids%20to)). The result will be a **catalog of use cases and related information** that provides exercise planners with options and building blocks for training ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=Develop%20a%20catalog%20of%20use,live%2C%20virtual%20constructive%20exercise%20for)). These scenarios will be stored in the system and selectable via the planner’s interface.
|
||||
|
||||
**Advanced Data Synthesis and Specialized LLMs:** Phase II will significantly enhance the data generation component. We plan to develop or integrate a **“special use large language model”** tailored for information warfare simulation ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=Develop%20a%20catalog%20of%20use,live%2C%20virtual%20constructive%20exercise%20for)). This could involve training a custom LLM on a corpus of military-specific and adversarial narrative data, possibly including data we generated or collected in Phase I. The advantage of a specialized model (or fine-tuned model) is greater control and authenticity in outputs – it can learn jargon, cultural references, and context relevant to Navy scenarios, reducing the chance of irrelevant or implausible text. If needed, we will explore **reinforcement learning from human feedback (RLHF)** using our accumulated dataset of crowd responses and expert judgments to fine-tune the LLM’s behavior (so it stays within desired bounds and produces content that is effective for training). By mid-Phase II, the platform should be capable of producing **“realistic volumes of synthetic data for information warfare exercises”** on demand ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=Develop%20a%20catalog%20of%20use,live%2C%20virtual%20constructive%20exercise%20for)). This means if a planner needs a new variant of a scenario, the AI can quickly spin up fresh narrative content – achieving the rapid scenario generation goal (update in 24 hours or less). We will also incorporate multi-modal outputs beyond text if beneficial: for instance, using image generation (DALL·E/Midjourney style) to create fake screenshots or profiles that add realism, or generating simple video clips (Phase II might not fully implement video deepfakes, but we can include placeholders or external tools if available). The data synthesis pipeline will be validated and possibly **“augmented… to validate synthetic data”** against real patterns ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=Enlarge%20the%20use%20cases%20from,authoring%20tools%20to%20assist%20exercise)) (for example, ensuring our synthetic social network metrics align with what’s seen in organic social media behavior).
|
||||
|
||||
**Fully Realizing RL Adaptive Scenarios:** In Phase II, the reinforcement learning scenario adaptation will be fully implemented and rigorously tested. We will train RL agents for each scenario or even a generalized meta-RL agent capable of adapting across scenarios. Leveraging the multiple scenarios in our catalog, we can train the adaptation agent to handle a variety of conditions (e.g. one policy that knows how to adjust a narrative campaign or a cyber attack timeline for optimal difficulty). We will also integrate the RL logic with the user-facing system in a more transparent way – possibly giving the White cell a “dial” for how adaptive or challenging to make the scenario, which the RL then uses as guidance (almost like a difficulty setting that the RL interprets). We’ll conduct user studies or pilot tests with actual military personnel (if possible) to fine-tune the adaptation behavior, ensuring it indeed improves training effectiveness. The expectation is that by end of Phase II, the scenario adaptation is proven to produce better outcomes (measured via metrics like higher knowledge retention, more consistent detection of indicators, etc., compared to a static scenario). Essentially, the RL should function as an **intelligent assistant to the exercise planner**, doing on-the-fly scenario adjustment so that planners don’t have to script out every branch in advance – fulfilling the goal of making exercises *rapidly updatable and responsive* to trainees.
|
||||
|
||||
**Development of Authoring Tools for Planners (White Cell Tools):** A major focus will be creating a user-friendly **scenario authoring and planning interface** for exercise designers (likely White cell or support staff). This interface will allow users to construct or modify scenarios using the underlying framework without needing to code. We envision a tool where the planner can define the narrative arc by selecting from a library of possible events or using a timeline editor, and the system will fill in details using the AI engine. The SBIR explicitly calls for **“authoring tools and decision aids to guide the development of social-media facilitated cyber-attacks”** ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=cyber%20and%20social,attacks)). In response, our authoring tool might offer suggestions (powered by the LLM) for what social precursor to add given a chosen cyber attack, or highlight if a scenario is missing certain counter-actions. For example, if a planner drags a “malware attack” into the scenario, the tool could prompt: “Do you want to include a phishing email phase as a precursor? It’s commonly how malware is delivered.” These decision aids would be informed by our framework (like MITRE-style matrices of tactics). The planner can simulate-run partial scenarios right in the tool to see how they play out, adjusting parameters via a GUI instead of editing config files. By lowering the expertise needed to create scenarios, we make it feasible for the Navy to **produce realistic scenarios in under 1 month** and update them in a day or two by tweaking variables ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=The%20desired%20deliverable%20would%20be,launched%20during%20the%20exercise%20itself)), as per the requirement.
|
||||
|
||||
Additionally, the authoring environment will integrate **adjudication logic customization** – allowing planners to set rules for how to score Blue actions or what conditions trigger an automatic success/failure. This ensures that the tool is not just creating storylines but also encoding the training objectives and evaluation criteria, which the system will use during execution (and for after-action reports). Essentially, by Phase II we deliver a *scenario IDE (Integrated Development Environment)* for cognitive warfare exercises.
|
||||
|
||||
**Enhanced User Interface and Multi-User Support:** We will take the Phase I UI prototypes and expand them into polished applications. The Blue and Red interfaces will be refined through iterative design, likely with feedback from trial exercises. We’ll aim for cross-platform accessibility (so participants can use standard web browsers, which simplifies deployment). Features such as chat functionalities (for Blue team coordination or for White cell to inject messages in character), mapping tools (if geography is relevant to the narrative), and notification systems will be added. For the White cell, beyond the real-time dashboard, we will implement comprehensive **logging and after-action review tools**. This includes the capability to generate an after-action report automatically at the end of each session, with a timeline of events and flags where, for instance, Blue missed an indicator or where an inject was adapted by the RL – effectively explaining how the scenario responded to their actions. Visualization of complex interactions (like propagation of a rumor through a network graph over time) can be included to debrief participants on what actually happened in the info-space during the exercise. Multi-user support will be fully enabled, meaning we can have a team of, say, 5 Blue users and 2 Red users concurrently in the exercise, each with their own login and seeing possibly slightly different perspectives (based on their role or viewpoint in the scenario). We will also integrate voice or video communication channels if needed (some exercises might involve live role-play communication in addition to the simulated content; while not a core requirement, our platform can facilitate that by providing a channel for participants to talk, which can be recorded for AAR).
|
||||
|
||||
**Extensive Testing and Refinement:** A large portion of Phase II will be testing the system in progressively more realistic settings. We will run internal trials of full scenarios, then invite representatives from the Navy or training experts to evaluate. Based on feedback, we’ll refine content (ensuring, for example, that military terminology is correctly used by the LLM, or that the difficulty feels appropriate). We’ll also conduct stress tests: can the system handle a high volume of events and messages? does the cloud infrastructure scale to many simultaneous participants? is latency low enough for smooth interactions? These are important for transitioning to actual use. We aim to demonstrate the platform in a **live, virtual constructive (LVC) exercise environment** by the end of Phase II ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=using%20the%20framework%20and%20catalog,for%20validation%20of%20the%20system)). This could mean integrating with an exercise that also has live components (perhaps linking our cognitive warfare scenario with a live cyber range event or a command post exercise). If possible, we’ll coordinate with a Navy training event and run our simulation as part of it, validating the system’s effectiveness with real users in an operational context. Their performance and feedback will be collected as a final measure of success.
|
||||
|
||||
**Preparation for Phase III Transition:** As Phase II concludes, we will focus on documenting and packaging the system for deployment. We’ll ensure the modular components are well-documented for Navy IT personnel, and that the system meets security and compatibility requirements for Navy networks (including any Authority to Operate considerations if needed). The architecture’s modular nature means parts of it have dual-use potential. For example, cybersecurity companies (as mentioned in the topic) might use our simulation engine and data to train their analysts ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=PHASE%20III%20DUAL%20USE%20APPLICATIONS%3A,purpose%20of%20training%20cybersecurity%20professionals)). We will explore commercial spin-off opportunities such as a SaaS platform for corporate cyber awareness training that uses our cognitive simulation to run drills (where employees must discern phishing attempts amid social media noise, etc.). These plans underscore the adaptability of the system beyond just Navy use, increasing its sustainability.
|
||||
|
||||
In summary, Phase II will deliver a **fully functional Cognitive Warfare Simulation Platform** with: a library of scenarios, powerful AI-driven content and adaptation, intuitive interfaces for all roles, and tools for both conducting and designing exercises. This platform will be demonstrated in relevant environments and readied for adoption. By project’s end, the Navy will possess a cutting-edge training capability that can be continuously updated and expanded as cognitive warfare threats evolve. Our approach inherently allows the system to stay current – new data can train the models further, new tactics can be added to the framework, and new scenarios can be authored swiftly by the trainers themselves. This positions the Navy at the forefront of training for the information age, where cognition and information are the new strategic high ground. We expect that Phase II’s outcome will not only satisfy the SBIR requirements but exceed them by providing a flexible system that can integrate with larger training ecosystems (for example, linking with other wargame simulators or intelligence exercise tools). It effectively operationalizes the vision of a rapid, realistic, and adaptive cognitive warfare exercise capability.
|
||||
|
||||
## Conclusion
|
||||
In conclusion, we propose to develop a cloud-native, modular cognitive warfare simulation platform that transforms how information warfare training is conducted. By integrating an agent-based simulation of social and cyber behaviors with the generative power of large language models, we can create rich, believable multi-modal scenarios that engage trainees in *“train as you fight”* experiences ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=attacks,fight%E2%80%9D%20%E2%80%93%20to%20experience%20the)). The addition of reinforcement learning-driven real-time adaptation means each exercise can intelligently respond to participants, keeping them in the optimal learning zone and enabling rapid scenario adjustments on the fly ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=could%20be%20changed%2C%20with%20the,launched%20during%20the%20exercise%20itself)) ([](https://arxiv.org/pdf/2308.12726#:~:text=range%20of%20fields%2C%20including%20e,avoid%20boredom%20and%20frustration%2C%20which)). Our emphasis on gamified, role-specific user interfaces ensures that Red, Blue, and White cell participants are fully immersed and empowered with the tools they need to act and adjudicate, supported by clear visualizations and explanatory aids ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=author%20and%20manage%20these%20exercises,desired%20in%20the%20final%20product)). Moreover, by harnessing Amazon Mechanical Turk for crowdsourced actors, we inject a novel source of human realism and variability into the simulation, cost-effectively simulating the behavior of the masses in the information environment ([Mechanical Turk - an overview | ScienceDirect Topics](https://www.sciencedirect.com/topics/computer-science/mechanical-turk#:~:text=Mechanical%20Turk%20,effective%20and%20efficient%20manner)).
|
||||
|
||||
The synergy of these components results in a cohesive system squarely aligned with the Navy’s SBIR objectives: a platform to generate **“realistic, validated augmented”** scenario data combining cyber and social dimensions ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=The%20desired%20deliverable%20would%20develop%3A,tools%20and%20decision%20aids%20to)), a framework encompassing the full spectrum of information maneuvers, and tools to help planners build and manage exercises with unprecedented speed and flexibility ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=cyber%20and%20social,attacks)) ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=The%20desired%20deliverable%20would%20be,launched%20during%20the%20exercise%20itself)). Technically, our approach is grounded in state-of-the-art research and practices – from NATO’s early explorations in cognitive warfare simulation ([CW-SINON:
|
||||
|
||||
Cognitive Warfare Simulation, artificial Intelligence & Neural
|
||||
|
||||
networks for modeling human behaviors in Operations,
|
||||
|
||||
population and social Networks](https://www.liophant.org/projects/cw-sinon.html#:~:text=CW,1%20evaluates%20impacts)) to cutting-edge uses of LLMs in wargaming that **automate qualitative scenarios** and broaden participant roles ([Open-Ended Wargames with Large Language Models](https://arxiv.org/html/2404.11446v1#:~:text=real,%E2%80%9D)) ([It Is Time to Democratize Wargaming Using Generative AI](https://www.csis.org/analysis/it-time-democratize-wargaming-using-generative-ai#:~:text=Therefore%2C%20rather%20than%20directly%20relying,toward%20divergent%20viewpoints%20and%20debate)). We leverage these advancements while introducing original innovations (like crowd integration and adaptive scenario control) that push the envelope of training technology.
|
||||
|
||||
During Phase I, we will demonstrate feasibility through a focused prototype that simulates a social-media-facilitated cyberattack, producing authentic narrative injects and allowing a trainee to interact with the unfolding events. This prototype, along with our data collection and framework development, will serve as a proof-of-concept that convinces the technical evaluation panel of the viability of our solution. We will show that our hybrid AI engine can generate indicators and signals that a defender must parse – something not possible with static “white card” methods – and that our system architecture can meet performance and integration requirements. Any challenges (such as ensuring LLM outputs stay on message, or balancing realism with control in adaptation) will be addressed with clear mitigation strategies and reflected in our Phase II plan.
|
||||
|
||||
Looking ahead to Phase II, we have a clear pathway to scale up and generalize the platform, delivering a polished product for Navy use. The resulting system will allow the Navy to **rapidly create, modify, and execute cognitive warfare exercises** that keep pace with the evolving tactics of adversaries in the information domain. It will cultivate more resilient and cognitively aware warfighters, who have *experienced* the fog and friction of the information battlefield in simulation before they ever face it in reality. Beyond military applications, this technology has dual-use potential for cybersecurity training, intelligence analysis drills, and even public safety exercises (preparing responses to influence campaigns targeting civilian populations).
|
||||
|
||||
By embracing modern cloud software design and AI-driven content generation, our approach drastically reduces the cost and labor of scenario design while **increasing the richness of training**. It aligns with the Navy’s priorities in advanced computing, cyber, and training modernization ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=MODERNIZATION%20PRIORITIES%3A%20Advanced%20Computing%20and,Sustainment%20%26%20Logistics)). Ultimately, this project will yield a platform that can be continuously updated (with new data, new AI improvements, new scenarios) to remain on the cutting edge, much as adversaries continuously adapt their cognitive warfare techniques. We are confident that the proposed system will meet and exceed the Navy’s requirements for SBIR N252-110, providing a capability that is not only technically innovative but also practical and directly impactful on training effectiveness. We look forward to the opportunity to develop this platform and help the Navy pioneer the next generation of training for cognitive warfare – a critical need in safeguarding our forces and institutions against the ever-growing threat of information and influence attacks.
|
||||
|
||||
**Sources:**
|
||||
|
||||
1. Bruzzone, Agostino G., et al. *“CW-SINON: Cognitive Warfare Simulation for Modeling Human Behaviors.”* NATO ACT R&D Project, 2023. – *Describes a NATO-commissioned cognitive warfare simulator using human behavior models to reproduce the impact of cognitive attacks and hybrid warfare* ([CW-SINON:
|
||||
|
||||
Cognitive Warfare Simulation, artificial Intelligence & Neural
|
||||
|
||||
networks for modeling human behaviors in Operations,
|
||||
|
||||
population and social Networks](https://www.liophant.org/projects/cw-sinon.html#:~:text=CW,1%20evaluates%20impacts)).
|
||||
2. Navy SBIR Topic N252-110. *“Modeling and Simulation for Multi-modal Exercises.”* 2024. – *SBIR topic description outlining the objective of simulating cyber-attacks with social media precursors for training, including requirements for data, framework, tools, and a simulation model* ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=attacks,fight%E2%80%9D%20%E2%80%93%20to%20experience%20the)) ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=hybrid%20attacks,collection%20of%20related%20hybrid%20cyber)) ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=The%20desired%20deliverable%20would%20develop%3A,tools%20and%20decision%20aids%20to)) ([topic_N252-110_Modeling and Simulation for Multi-modal Exercises.PDF](file://file-VJN3xRLUT4w595qtdwnC49#:~:text=The%20desired%20deliverable%20would%20be,launched%20during%20the%20exercise%20itself)).
|
||||
3. Csikszentmihalyi, M. *Flow: The Psychology of Optimal Experience.* 1990. (cited in Rahimi et al.) – *Conceptual foundation for balancing challenge and skill in training; basis for dynamic difficulty adjustment to avoid boredom or frustration* ([](https://arxiv.org/pdf/2308.12726#:~:text=range%20of%20fields%2C%20including%20e,avoid%20boredom%20and%20frustration%2C%20which)) ([](https://arxiv.org/pdf/2308.12726#:~:text=Paraschos%E2%80%99s%20and%20Koulouriotis%E2%80%99s%20review%20paper,their%20assignments%20are%20slightly%20more)).
|
||||
4. Rahimi, M., et al. *“Continuous Reinforcement Learning-based Dynamic Difficulty Adjustment in a Visual Working Memory Game.”* arXiv:2308.12726, 2023. – *Demonstrates that reinforcement learning can auto-adjust game difficulty in real time to match player skill, improving engagement and learning outcomes* ([](https://arxiv.org/pdf/2308.12726#:~:text=range%20of%20fields%2C%20including%20e,avoid%20boredom%20and%20frustration%2C%20which)) ([](https://arxiv.org/pdf/2308.12726#:~:text=Paraschos%E2%80%99s%20and%20Koulouriotis%E2%80%99s%20review%20paper,their%20assignments%20are%20slightly%20more)).
|
||||
5. Hicks, Matthew & Carley, Kathleen. *“BEND Battle: An Agent Based Simulation of Social-Cyber Maneuvers.”* SBP-BRiMS Conference, 2023. – *Introduces an agent-based model that simulates two sides conducting information maneuvers (BEND framework) on social media and examines their effects* ([](https://sbp-brims.org/2023/papers/working-papers/2023_SBP-BRiMS_FinalPDF_18%20(1).pdf#:~:text=Abstract,Results%20suggest%20that%20explain%20and)) ([](https://sbp-brims.org/2023/papers/working-papers/2023_SBP-BRiMS_FinalPDF_18%20(1).pdf#:~:text=BEND%20provides%20a%20framework%20for,authors%20and%20should%20not%20be)).
|
||||
6. Hogan, Daniel P., & Brennen, Andrea. *“Open-Ended Wargames with Large Language Models.”* arXiv:2404.11446, 2024. – *Proposes an LLM-driven system (“Snow Globe”) for playing out text-based wargames, showing that LLMs enable automation of qualitative, narrative-rich scenarios previously requiring human input* ([Open-Ended Wargames with Large Language Models](https://arxiv.org/html/2404.11446v1#:~:text=real,%E2%80%9D)).
|
||||
7. Saif, Farhad (CSIS). *“It Is Time to Democratize Wargaming Using Generative AI.”* Center for Strategic & International Studies, Sept 2023. – *Argues for using generative AI in wargaming to reduce costs and broaden participation; notes that AI can create synthetic players and multiple scenario variations cheaply* ([It Is Time to Democratize Wargaming Using Generative AI](https://www.csis.org/analysis/it-time-democratize-wargaming-using-generative-ai#:~:text=Therefore%2C%20rather%20than%20directly%20relying,toward%20divergent%20viewpoints%20and%20debate)) ([It Is Time to Democratize Wargaming Using Generative AI](https://www.csis.org/analysis/it-time-democratize-wargaming-using-generative-ai#:~:text=Using%20AI%2C%20game%20designers%20can,traditional%20wargame%2C%20the%20analyst%20can)).
|
||||
8. Masakowski, Y., et al. *“Mitigating and Responding to Cognitive Warfare.”* NATO STO Technical Report HFM-ET-356, 2023. – *Explains the concept of cognitive warfare (CogWar) and its characteristics, highlighting how it exploits human cognition and the challenges it poses* ([Mitigating and Responding to Cognitive Warfare. | National Technical Reports Library - NTIS](https://ntrl.ntis.gov/NTRL/dashboard/searchResults/titleDetail/AD1200226.xhtml#:~:text=as%20availability%20and%20access%20to,ICT%29%2C%20neuroscience)).
|
||||
9. Mechanical Turk Overview – ScienceDirect Topics. – *Describes Amazon Mechanical Turk as an online platform enabling cost-effective recruitment of human participants for tasks and experiments* ([Mechanical Turk - an overview | ScienceDirect Topics](https://www.sciencedirect.com/topics/computer-science/mechanical-turk#:~:text=Mechanical%20Turk%20,effective%20and%20efficient%20manner)).
|
||||
10. Navy SBIR Reference: *Marine Corps Doctrinal Publication 8 – Information*, 2022. – *Marine Corps doctrine emphasizing the information environment in operations (indicative of the importance of training for information/cognitive warfare).*
|
||||
|
||||
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# From Slides to Smart Courses: Revolutionizing Training with Azure and Generative AI
|
||||
|
||||
## Executive Summary
|
||||
|
||||
The United States Marine Corps is striving to modernize its training and education infrastructure for the information age, moving away from static, one-size-fits-all content toward more dynamic, interactive e-learning experiences ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=In%20January%202023%2C%20the%20Marine,written%20exams%2C%20and%20minimal%20experiential)) ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=on%20to%20state%20that%20%E2%80%9Cbetter,from%20industrial%20to%20information%20age)). Traditional course development processes – built around PowerPoint slides, lengthy documents, and manual quiz creation – are **time-consuming and labor-intensive**, often leaving instructors overwhelmed by the “blank slate” challenge of creating new content from scratch ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=learning%20in%20three%20ways%3A%20,creation%20of%20multimedia%20and%2For%20interactive)) ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=intimidated%20by%20the%20%E2%80%9Cblank%20slate%E2%80%9D,into%20the%20modern%20learning%20environment)). Converting legacy materials into interactive online courses (e.g. in Moodle LMS) is equally daunting and can significantly delay the deployment of updated training ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=multimedia%20and%20interactive%20components%20%28e,in%20the%20loop%20to%20verify)). Better integration of advanced technology is seen as a key to increasing the speed and effectiveness of training, producing more highly trained Marines in less time ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=on%20to%20state%20that%20%E2%80%9Cbetter,from%20industrial%20to%20information%20age)).
|
||||
|
||||
This white paper proposes **GenAI4C**, an Azure-based architecture that leverages state-of-the-art **Generative AI** to accelerate course content creation and conversion while keeping human instructors and instructional designers **“in the loop”** at every step. The GenAI4C system is envisioned as an **AI-aided instructional design assistant** that helps modernize Marine Corps training by: (1) intelligently converting legacy content (PowerPoint decks, Word documents, etc.) into structured e-learning lessons; (2) generating new instructional content and multimedia (lesson text, quiz questions, images, and even branching scenario scripts) to enrich the courses; and (3) integrating seamlessly with the Marine Corps’ Moodle Learning Management System (LMS) to populate courses with AI-bootstrapped materials for further refinement ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=multimedia%20and%20interactive%20components%20%28e,created)) ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=The%20end%20goal%20is%20a,and%20conversion%20process%20would%20be)). Crucially, **the AI is not a replacement for human instructors or curriculum developers, but a force-multiplier** – a collaborative agent that works under human guidance to produce and refine content faster and more effectively than humans could alone ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=The%20overarching%20goal%20of%20this,source)). This human-AI teaming is designed to ensure that while efficiency is gained, the quality and accuracy of training content are upheld (trusted AI), and instructors remain in control of pedagogical decisions.
|
||||
|
||||
At a high level, the GenAI4C architecture consists of a modular set of cloud-based components: an intuitive **User Interface** (web application) for instructional designers to interact with the system; an **API Gateway** that securely brokers requests; a suite of **AI Microservices** for content generation, multimedia creation, and format conversion; an **Orchestration Layer** that manages complex workflows; a **persistent data store** (Azure Cosmos DB) for lesson plans and media assets; and integration points to the **Moodle LMS** for publishing. The system supports **real-time collaboration**, allowing human subject matter experts (SMEs) to iteratively refine AI-generated content through an interactive loop. Each of these elements is built using Microsoft Azure’s scalable, secure services to ensure the solution can handle enterprise demands and comply with government security requirements. The result is a **cloud-native architecture** that is **scalable**, **secure**, and **extensible**, providing a strong foundation for Phase II prototyping and Phase III deployment across the Marine Corps training enterprise.
|
||||
|
||||
By automating tedious aspects of course development and offering AI-generated first drafts of content, GenAI4C drastically reduces the time to develop or update a course – **without sacrificing quality or instructional soundness ([10 Ways Artificial Intelligence Is Transforming Instructional Design | EDUCAUSE Review](https://er.educause.edu/articles/2023/8/10-ways-artificial-intelligence-is-transforming-instructional-design#:~:text=AI,Footnote%2014))**. Instructors and course developers can focus their expertise on guiding and validating content, rather than manually producing every element. This white paper will detail the core GenAI4C system architecture, walk through key workflows (from PowerPoint conversion to Moodle publishing), describe the data model underpinning content management, and discuss how the design meets the Marine Corps’ needs for a modern, human-centered training content pipeline. We will also highlight how the architecture is **modular and future-proof**, allowing new AI models or features to plug in (e.g. improved language models, additional content types) as the system evolves. In sum, GenAI4C offers a technically feasible and strategically impactful approach to modernizing course development – aligning with DoN SBIR Topic N252-112 objectives – and paves the way for more efficient, AI-enhanced learning across the Marine Corps.
|
||||
|
||||
## System Architecture Overview
|
||||
|
||||
The GenAI4C system is designed as a **cloud-native microservices architecture** on Microsoft Azure, composed of distinct yet interoperable components. This modular design ensures that each piece of functionality (e.g. content generation, file conversion, LMS communication) can scale independently and can be updated or replaced as new technologies emerge, providing both flexibility and resilience. **Figure 1** below (conceptually) outlines the major components of the architecture and their interactions:
|
||||
|
||||
- **User Interface (UI):** A web-based front-end where instructional designers and SMEs interact with the system.
|
||||
- **API Gateway:** A secure entry point for all client requests, routing API calls to appropriate backend services and enforcing authentication/authorization.
|
||||
- **AI Microservices Suite:** A collection of specialized services for generative tasks – including text content generation, quiz/question generation, image/multimedia generation, and legacy content parsing/conversion.
|
||||
- **Orchestration Layer:** Manages multi-step workflows and the sequencing of microservice calls (for example, ensuring conversion happens before content generation, then aggregation before publishing).
|
||||
- **Data Storage:** Central repositories for persistent data, primarily using Azure Cosmos DB for structured content (with Azure Blob Storage for large media files as needed).
|
||||
- **LMS Integration Module:** Connectors and services that communicate with the Moodle LMS (via its API) to create courses, upload content, and synchronize data.
|
||||
- **Human-in-the-Loop Collaboration Tools:** Real-time collaboration mechanisms (within the UI and backend) that allow human oversight, edits, and approvals to be seamlessly integrated into the AI workflows.
|
||||
|
||||
Each of these components is described in detail in the following subsections. Overall, the architecture emphasizes **loose coupling** (each service has a well-defined purpose and interfaces), **scalability** (able to handle increasing loads or additional features by scaling out services), and **security** (using Azure’s identity management and network security capabilities to protect sensitive training data and intellectual property). By leveraging Azure-native services and adhering to best practices (like using managed services, serverless functions, and container orchestration), the solution can achieve high reliability and meet government compliance needs.
|
||||
|
||||
### User Interface and Experience
|
||||
|
||||
The **User Interface** is the primary touchpoint for course developers, instructional designers, and SMEs. It is implemented as a responsive web application (for use on desktops at a minimum) that could be deployed via Azure App Service or Azure Static Web Apps. The UI provides a **dashboard** for users to create new course projects, upload legacy content (e.g. PowerPoint files or Word documents), and track the progress of AI-driven content generation. It also serves as the medium for human-in-the-loop interactions – for example, displaying AI-generated lesson content and allowing the instructor to modify or approve it in real time.
|
||||
|
||||
Key features of the UI include:
|
||||
- **Content Editing Canvas:** where the structured lesson content (text, images, quizzes) is displayed and can be edited. AI suggestions or auto-generated content are highlighted for the instructor to review.
|
||||
- **Chat/Prompt Interface:** an assistant panel powered by an LLM, which the user can engage with to request changes (e.g., “simplify this explanation”, “generate a quiz question about this topic”) or ask for suggestions. This realizes the “AI coach” concept, guiding users through instructional design tasks.
|
||||
- **Collaboration Indicators:** if multiple team members or reviewers are involved, the UI supports collaborative editing (leveraging Azure SignalR or WebSocket services for real-time updates). An SME and an instructional designer could co-create content simultaneously, or an editor can see the AI’s work as it is being produced.
|
||||
- **User Authentication and Roles:** The interface integrates with **Azure Active Directory (Azure AD)** for secure login and role-based access control. This ensures that only authorized personnel (e.g., approved curriculum developers or administrators) can access certain functions or publish to the LMS. Different roles (designer, SME, reviewer) can be assigned, which the system uses to tailor what actions are permitted (for instance, only a lead instructor role can publish final content to Moodle).
|
||||
|
||||
The UI is designed with simplicity and usability in mind, recognizing that not all instructors are tech experts. It provides an **intuitive workflow** that guides the user step-by-step from content ingestion to publishing. Through clear prompts and visual cues, the UI helps build user trust in the AI suggestions, which is essential for adoption. Moreover, by handling interactions through the UI, we abstract the complex AI processes happening behind the scenes – the user does not need to directly manage files, run scripts, or call APIs; they simply interact with a smart, guided interface that feels like a collaborative partner.
|
||||
|
||||
### API Gateway and Integration Layer
|
||||
|
||||
All interactions between the front-end and the backend services pass through a centralized **API Gateway**. In Azure, this could be implemented using **Azure API Management (APIM)** or a combination of Azure Application Gateway with an Azure Functions proxy. The API Gateway serves several critical purposes:
|
||||
|
||||
- **Routing and Load Balancing:** It directs incoming RESTful API calls from the UI to the correct microservice in the backend. For example, when a user requests to convert a PowerPoint deck, the gateway forwards that request to the Conversion Service; a request to generate quiz questions is routed to the Content Generation Service, and so on. The gateway can also perform load balancing if multiple instances of a microservice are running, distributing requests optimally.
|
||||
- **Security Enforcement:** As the single entry point, the gateway verifies tokens/credentials (such as the Azure AD JWT token from the user’s login) to ensure each request is authenticated. It can also enforce authorization rules (e.g., only users with a certain role can call the “publishCourse” API). Additionally, it can provide threat protection features like rate limiting, IP filtering, and input validation to fend off common web threats.
|
||||
- **API Translation and Aggregation:** The gateway can abstract the complexity of the backend by exposing a simplified API to the UI. In some cases, it might aggregate responses from multiple services. For instance, a single “getCourseContent” call from the UI could fan out to fetch lesson text from Cosmos DB, images from Blob Storage, and quiz questions from another service, then compile a unified response. This keeps the front-end simple and offloads integration logic to the gateway layer.
|
||||
- **Versioning and Monitoring:** Using APIM allows versioning of APIs (important as the system evolves in Phase II/III – new versions of services can run in parallel). It also provides built-in monitoring, logging, and diagnostics for all API calls, which is invaluable for debugging and ensuring reliability. Administrators can track performance of each endpoint and detect any failures or slowdowns in the pipeline through this central point.
|
||||
|
||||
In summary, the API Gateway is the **facade** of the GenAI4C backend – it ensures that communication between the front-end and microservices is efficient, secure, and maintainable. This design choice also makes the system more **interoperable**; for example, if in the future other external systems (or a desktop application) need to interact with GenAI4C, they can use the same gateway APIs without direct coupling to internal service implementations.
|
||||
|
||||
### AI Microservices Suite
|
||||
|
||||
At the heart of GenAI4C are the AI-driven microservices, each focusing on a specialized task in the content creation and conversion pipeline. By separating these into distinct services, we achieve modularity – each service can be developed, scaled, and improved independently, and even swapped out if a better AI model or approach becomes available (supporting the plug-and-play extensibility noted for Phase II) ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=evaluations%20where%20appropriate,Perform%20all)) ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=extensibility%20through%20plug,all%20appropriate%20engineering%20tests%20and)). The core AI microservices include:
|
||||
|
||||
**1. Content Generation Service (Text & Quiz Generation):** This microservice handles the creation of textual instructional content. It leverages **Large Language Models (LLMs)** – via the Azure OpenAI Service (which provides access to models like GPT-4) – to perform tasks such as:
|
||||
- **Lesson Text Drafting:** Expanding bullet points or lesson outlines (for example extracted from a slide) into coherent explanatory text. Given a brief topic or summary, the LLM generates a narrated lesson section, complete with examples or analogies as needed. The model can be prompted to follow a certain tone or reading level to match Marine Corps training style.
|
||||
- **Quiz and Assessment Item Generation:** Producing assessment content from the lesson material. The service can generate multiple-choice questions, fill-in-the-blank items, true/false questions, etc., along with plausible distractors and correct answers. For instance, after processing a lesson on a technical topic, it can propose 5 quiz questions that cover the key learning points. These questions are returned to the UI for the instructor to review, edit, or approve.
|
||||
- **Content Improvement and Transformation:** On user request, the service can also **refine** existing content. For example, an instructor might highlight a paragraph and ask the AI to “simplify this explanation” or “provide a real-world example for this concept.” The LLM will generate the revised text. This makes the service a two-way generative tool – it not only creates new content but also improves or adjusts content based on human feedback.
|
||||
|
||||
Internally, the Content Generation Service might incorporate prompt templates and few-shot examples specific to instructional design to guide the LLM. It also employs **content filters** (Azure OpenAI’s built-in content moderation) to ensure that generated text is appropriate and contains no sensitive or disallowed information – an important aspect of **trusted AI** for DoD use. All generated content is tagged as AI-generated and stored for human review in Cosmos DB before it’s considered final.
|
||||
|
||||
**2. Multimedia Generation Service:** To address the requirement that the system output “not just text, but images, videos, and more” ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=platforms%20,software%20capabilities%20for%20use%20by)), this microservice focuses on creating multimedia elements:
|
||||
- **Image Generation:** Using generative image models (such as **Stable Diffusion** or DALL-E through Azure’s AI services) to produce relevant visuals for the course. For example, if the lesson is about a mechanical part, the service could generate an illustration or diagram of that part. Users can input a prompt or select a suggestion (the system might derive an image prompt from the lesson text itself). The service returns an image that can be included in the lesson content. All images are reviewed by the user and can be regenerated or refined as needed (e.g., “make the diagram simpler”).
|
||||
- **Basic Video/Animation Generation:** While ambitious, the architecture allows for incorporating video generation capabilities. In early phases, this might be limited to using tools like Microsoft’s **Azure Video Indexer** or simple animated slideshows created from content. For instance, the service could convert a sequence of AI-generated images or slide content into a short video with text overlays. Fully autonomous video generation is still emerging technology, but by designing this as a separate service, we allow future integration of more advanced video or animation generation as it matures.
|
||||
- **Audio Generation:** As an auxiliary function, the service can leverage **Azure Cognitive Services – Speech** to generate voice-overs or narration for content. For example, an instructor could request an audio reading of a lesson section (useful for multimodal learning or accessibility). The service would use text-to-speech (TTS) with a natural voice to produce an audio file.
|
||||
|
||||
All multimedia outputs are stored in the system’s media repository (Blob Storage) and referenced in the course content. The Multimedia Generation Service ensures that images or media are relevant by taking context from the lesson text or specific user prompts. It also enforces any required **image usage policies** (for example, avoiding generation of classified or inappropriate visuals, or adding watermarks if needed for draft status).
|
||||
|
||||
**3. Legacy Content Conversion Service:** This microservice is dedicated to ingesting existing (“legacy”) training content and converting it into the structured format used by the GenAI4C system. A primary use case is processing PowerPoint slide decks:
|
||||
- **PowerPoint/Document Parsing:** The service uses a combination of **Office file parsing libraries** (e.g., the Open XML SDK for .pptx files) and possibly AI (for interpreting images or complex layouts) to extract the instructional content from slides. It pulls out slide titles, bullet points, speaker notes, images, and other elements. The output is a raw structured representation (e.g., JSON) of the deck’s contents. For Word documents or PDFs, similar text extraction is done, possibly with the help of Azure Cognitive Service’s **Form Recognizer** or OCR for scanned docs.
|
||||
- **Content Structuring:** The raw extracted content is then structured into GenAI4C’s internal lesson format. For instance, a slide deck might naturally map to a course module with multiple lessons (if the deck had sections), or each slide could become a “lesson element” under one lesson. The Conversion Service applies heuristics (and can use AI to assist, e.g., to detect topic boundaries) to organize content hierarchically. It may, for example, detect that a sequence of slides all pertain to a single topic and group them as one lesson with sub-sections.
|
||||
- **Initial Transformation:** Optionally, the service can call the Content Generation microservice to **expand on bullet points** or **fill in gaps** in the extracted content. For example, if a slide has just a headline and an image, the service might ask the LLM to infer a short explanation or description. This step gives a head start by adding narrative text to what would otherwise be just outlines. All such AI-added text is clearly marked for the human reviewer’s attention.
|
||||
|
||||
The Conversion Service effectively jump-starts the course creation process by producing a first draft course structure from materials the Marine Corps already has. What might take an instructional designer many hours to copy-paste and reformat (and still end up with a static product) is done in minutes, yielding a structured, editable digital course. By the end of this conversion step, the content is stored in the system’s database (Cosmos DB) as a set of organized lessons, ready for further AI generation or human editing. This directly addresses the “blank Moodle course” problem – instead of facing an empty course shell, the user now has a populated course outline to build upon ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=multimedia%20and%20interactive%20components%20%28e,in%20the%20loop%20to%20verify)).
|
||||
|
||||
### Orchestration and Workflow Management
|
||||
|
||||
Given the multiple microservices and steps involved in producing a final course, an **Orchestration Layer** is critical to coordinate the end-to-end workflows. This layer ensures that the right services are invoked in the correct sequence and manages data handoff between services. We implement orchestration using Azure’s serverless workflow capabilities – such as **Azure Durable Functions** or **Logic Apps** – or a custom orchestrator service running on Azure Kubernetes Service (AKS). Key aspects of the orchestration layer include:
|
||||
|
||||
- **Workflow Definition:** The orchestrator defines the flows for key processes (detailed in the next section on workflows). For example, a **“Course Creation” workflow** might be defined that includes: Convert Content -> Generate Quiz -> Aggregate Results -> Await Human Edits -> Publish to LMS. Each of these steps corresponds to calling one of the microservices or waiting for a human action. The workflow can be represented as a state machine or a directed graph of tasks.
|
||||
- **Asynchronous Processing and Messaging:** Many AI tasks (like generating a large amount of text or images) can take several seconds or more. The orchestration layer uses asynchronous messaging (leveraging **Azure Service Bus** or events) to decouple components. For instance, after conversion is done, the Conversion Service might post an event “ContentConverted” with the course ID, which the orchestrator listens for and then triggers the next step (content generation). This event-driven approach increases reliability – if a step fails or needs to be retried, it can be handled without locking up the whole system or waiting on long HTTP calls.
|
||||
- **Parallelism and Scalability:** The orchestrator can initiate tasks in parallel where feasible. For example, once textual content is generated, it could invoke the Multimedia Generation Service in parallel to create images for each lesson section, all while the user is reviewing the text. It manages synchronization points (waiting for all images to be ready). This parallel processing shortens the overall turnaround time for course creation.
|
||||
- **Human-in-the-Loop Gates:** A distinguishing feature of our workflows is the inclusion of human review/edit steps. The orchestration layer implements **“approval gates”**. For example, after AI generates a quiz, the workflow enters a waiting state, and the UI notifies the instructor to review the quiz questions. The workflow only proceeds to publishing (or to finalizing the content) once the instructor approves or modifies the AI suggestions. This ensures no AI content goes live without human vetting, aligning with the principle that humans remain the final arbiters of content quality.
|
||||
- **Error Handling and Recovery:** The orchestrator is equipped with error-handling routines. If one microservice fails (e.g., image generation times out or the LMS API call fails due to network issues), the orchestration can catch the error, log it, and attempt a retry or roll back to a safe state. For instance, if publishing to Moodle fails, the system can alert the user and allow a manual retry after checking connectivity, without duplicating content or corrupting data. Each step’s state is persisted (with Durable Functions, the function context can be saved) so that the workflow can resume gracefully even if the orchestrator itself restarts.
|
||||
|
||||
By centralizing the workflow logic, we make the system easier to manage and extend. New workflows can be defined for additional use cases (for example, an “Update Existing Course” workflow might skip the conversion step and instead pull an existing Moodle course structure, then apply content generation for new materials). The orchestration layer essentially functions as the **conductor** ensuring that the various AI services and human inputs work in concert to produce the final outcome.
|
||||
|
||||
### Data Storage and Management (Azure Cosmos DB)
|
||||
|
||||
Managing the diverse data involved in course content – from raw text to structured lessons to multimedia links – requires a flexible and scalable storage solution. **Azure Cosmos DB** (using the Core (SQL) API for JSON documents) is chosen as the primary data store for GenAI4C because of its ability to handle unstructured or semi-structured data and scale globally with low latency. The data model is designed as follows:
|
||||
|
||||
- **Courses Collection:** Each course is a top-level entity, stored as a document. A Course document contains metadata (title, description, author, creation date, etc.) and may contain or reference the structured content of that course. We include fields like `status` (e.g., draft, under review, published) to track the lifecycle. A course document might also list high-level module names or an index of lesson IDs.
|
||||
- **Lessons (or Modules) Collection:** Lessons can be stored as separate documents, each containing the content for a lesson or module. A Lesson document typically has:
|
||||
- a reference to its parent course ID (used as the partition key in Cosmos DB for efficient lookup of all lessons in a course),
|
||||
- a title or topic name,
|
||||
- an ordered list of **content blocks** (each block might be a paragraph of text, an image, a video link, a quiz reference, etc.). For example, a content block could be a JSON object with a type (e.g., “text” or “image” or “quiz”), a sequence number, and the content (text body, or image file identifier, etc.).
|
||||
- optionally, a list of **quiz questions** associated with that lesson, or a reference to a separate Quiz entity (depending on size, we can embed or separate for modularity).
|
||||
- **Quiz/Assessment Collection:** In a more normalized model, quizzes or question banks can reside in their own collection. Each quiz document contains questions (which can themselves be complex objects with question text, options, correct answer, explanation). These can be linked back to the lesson or course. Storing quizzes separately allows reuse (e.g., if a final exam draws questions from various lessons’ question banks).
|
||||
- **Media/Assets Collection:** For multimedia, we maintain a collection of asset metadata. Each asset document stores information about an image, audio, or video generated or uploaded (e.g., file name or ID, type, related lesson or course, storage URL in Azure Blob Storage, thumbnail or preview text, etc.). The actual binary media files are stored in **Azure Blob Storage**, which is well-suited for serving files, and only a reference (URL or blob ID) is kept in the Cosmos DB document. This keeps the Cosmos data lean and focused on structured info.
|
||||
- **User Edits/History (Optional):** To support traceability and perhaps roll-back of changes, the system could also maintain a history of edits. For instance, each content block might have a sub-document listing original AI-generated text and the latest human-edited text. Alternatively, a separate collection of “edit logs” could record changes by users (with timestamps and user IDs). This can be valuable for auditing how much the AI’s suggestions were modified by humans – an insight that could be useful in Phase II evaluations of efficiency ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=capability,and%20efficiency%20to%20convert%20and)).
|
||||
|
||||
Cosmos DB’s schema-less nature is advantageous because the course content structure might evolve (e.g., adding new content block types such as interactive widgets in Phase II). We can add new fields or nest structures without costly migrations. Additionally, Cosmos provides the **scalability** required: as the number of courses and assets grows, we can partition the data (likely partition key = CourseID, ensuring all content for a course is in the same partition for quick retrieval). The provisioned throughput (RU/s) can be scaled to handle surges, such as when multiple courses are being processed concurrently.
|
||||
|
||||
For queries, the system will commonly fetch all lessons for a given course (which is optimized by the partition design). It may also perform searches, like finding a piece of text in the content (for which we could use Azure Cognitive Search integration if needed, indexing the Cosmos DB content to allow full-text search – possibly a Phase II enhancement for knowledge management). Cosmos DB also enables multi-region replication if the solution needs to be distributed (for example, if hosting in both CONUS and OCONUS data centers to serve trainers overseas with low latency).
|
||||
|
||||
In terms of security, Cosmos DB encrypts data at rest and supports role-based access and secure key management via Azure Key Vault. This ensures that the sensitive training content (which could include FOUO or other controlled unclassified info) is protected within the cloud environment.
|
||||
|
||||
### Moodle LMS Integration
|
||||
|
||||
A pivotal part of GenAI4C is the ability to seamlessly **publish course content to the Moodle LMS**, which is the Marine Corps’ standard learning platform. Rather than requiring manual export/import or copying of content, the system automates this integration using Moodle’s web services and APIs:
|
||||
|
||||
- **Moodle API Client:** The architecture includes an integration service or library that interacts with Moodle’s RESTful core APIs. Moodle provides functions such as `core_course_create_courses` (to create a new course), `core_course_create_sections` (to add course sections/topics), and various `mod_*` functions to create activities or resources (e.g., `mod_page_create_pages` for content pages, `mod_quiz_create_quizzes` for quizzes, etc.). The GenAI4C integration component will invoke these APIs with the data prepared in Cosmos DB.
|
||||
- **Course Creation and Structure:** When the user chooses to publish, the system first creates a course shell in Moodle (specifying details like course full name, short name, category, start date, etc.). Then it creates the necessary sections/modules to mirror the structure in GenAI4C. For instance, if the GenAI4C course has 5 lessons, the integration might create 5 sections in Moodle (or use Moodle “topics” format). Each lesson can correspond to a **Moodle resource or activity**:
|
||||
- The lesson content (text and embedded images) can be pushed as a **Moodle Page** or a **Book** (if a multi-page structured content is preferred). The integration service will format the lesson content into HTML (combining text and images with proper HTML tags) and call the Moodle API to create a page resource in the appropriate section. Images and media are uploaded to Moodle’s file storage via Moodle’s File API or by including them as part of the page content creation call (uploading files typically requires encoding them and calling a file upload function with the course ID).
|
||||
- If interactive content is involved (e.g., H5P packages or SCORM modules), those could also be uploaded. In Phase I, we focus on pages and quizzes, but the architecture can later support uploading richer content types.
|
||||
- **Quiz Publishing:** The quiz questions generated and refined within GenAI4C are transferred to Moodle’s Quiz module. The integration service will:
|
||||
- Create a quiz activity in Moodle for the course (via API), setting parameters like quiz title, description, timing, attempt limits, etc.
|
||||
- For each question, use Moodle’s question API (e.g., `mod_quiz_add_question` or the newer question import functions) to create questions in the quiz. Moodle supports multiple question types, and our system will map the AI-generated question format to Moodle’s format (likely multiple-choice questions, true/false, etc. which Moodle can handle).
|
||||
- Ensure that correct answers and feedback are set so that the quiz is immediately functional for students.
|
||||
- **User Accounts and Enrollment:** Depending on the deployment scenario, the integration might also handle enrolling the appropriate users (instructors, students) into the course. For demonstration (Phase I), this might not be needed, but in a real deployment, courses could be created in a hidden or draft mode on Moodle until ready, and then opened to students. The system could interface with existing user directories if needed to automate enrollment, though that might be Phase III scope.
|
||||
- **Synchronization and Updates:** The integration is primarily one-way (from GenAI4C to Moodle) for course creation. If an instructor later edits content in GenAI4C and wants to update the Moodle course, the system can re-push changes via the API (e.g., update a page’s content). A careful approach is required to avoid overwriting changes that might have been made directly in Moodle. One strategy is to treat GenAI4C as the source of truth during the content creation phase and discourage direct edits in Moodle until publishing is complete. Alternatively, in the future, a two-way sync could be implemented if instructors sometimes edit in Moodle; for Phase I, one-way publishing is simpler and sufficient.
|
||||
|
||||
The **security** of the LMS integration is paramount. Moodle’s API requires authentication – typically a token associated with a service account that has permissions to create courses and activities. The GenAI4C system will store this token securely (in Azure Key Vault) and use it when communicating with Moodle. All communication happens over HTTPS to protect data in transit. Additionally, if the target Moodle is on a private network (e.g., an intranet), GenAI4C’s deployment may need to be within a network that can reach it (Azure provides Virtual Network integration for services, so we could deploy in a way that has a site-to-site VPN or use Azure Government regions that connect to the Marine Corps network as needed).
|
||||
|
||||
This automated publishing capability addresses the final step of the pipeline: **getting content into the hands of learners**. By eliminating the manual steps of course setup, it ensures that the time savings gained in content creation are fully realized in delivery as well. Instructors can go from a PowerPoint file to a live Moodle course in a dramatically shortened timeframe – and with the confidence that they have reviewed and approved everything the AI assisted with.
|
||||
|
||||
### Real-Time Human-in-the-Loop Collaboration
|
||||
|
||||
Human collaboration is woven throughout the GenAI4C architecture as a core design principle rather than an afterthought. The system supports **real-time interactions between human users and the AI services** to ensure that the outcome is a product of human-AI teamwork, aligning with the SBIR topic’s vision of human-AI co-creation ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=The%20overarching%20goal%20of%20this,source)). Key mechanisms enabling this include:
|
||||
|
||||
- **Live Update Feedback Loop:** When an AI microservice generates content, the results are immediately made available on the UI for review. For example, as the Content Generation Service produces a draft lesson section, the text appears on the instructor’s screen incrementally (this could be done by streaming the output from the LLM). The instructor can pause or stop generation if they see it going off-track, or they can let it finish. This immediate visibility means the human is never out of the loop during content creation.
|
||||
- **Inline Editing and AI Re-Invocation:** The user can edit any AI-generated text inline. If the user makes significant changes, the system can optionally send the revised text back to the AI (behind the scenes) to let the model take the edit into account for subsequent sections (for instance, maintaining a consistent tone or terminology). Similarly, if the user is not satisfied with a particular AI output (say one of the quiz questions), they can highlight it and request a “regenerate” or provide a specific instruction (“make this question harder”). The microservice will then produce a new suggestion. This iterative cycle can continue until the user is satisfied, demonstrating a tight **human-AI collaboration loop**.
|
||||
- **Concurrent Collaboration between Users:** Beyond AI-human interaction, the platform can support multiple human collaborators on the same project. For example, a subject matter expert might be responsible for content accuracy while an instructional designer focuses on pedagogy. Using collaborative editing (much like Google Docs or Microsoft Teams co-authoring), both could be logged into the course in the UI and see each other’s changes. They could also use an integrated chat to discuss changes. The AI assistant is available to all collaborators, effectively acting as a third collaborator that anyone can query. Technically, implementing this uses web real-time communication and the data model to merge changes – a complexity that might be tackled in Phase II if multiple concurrent users are needed. In Phase I, a simpler approach is one primary user at a time with ability to share the project with others for sequential reviews.
|
||||
- **Annotation and Verification Tools:** In order to **build trust in the AI outputs**, the UI could provide features like source citation or confidence indicators for AI-generated content. For instance, if the AI pulls in a factual statement or defines a term, it could either cite the source it was given (if retrieval augmented generation is used) or highlight it for the SME to double-check. The SME can then quickly verify or correct it. This approach aligns with the “trusted AI” priority by making the AI’s knowledge **transparent** and validating content through human oversight.
|
||||
- **Role-based Workflow Actions:** Depending on user roles, certain actions might require another human’s sign-off. For example, an AI-generated exam might require a second instructor’s approval before it’s considered final. The system can facilitate this by allowing a user to mark a component as “Ready for review” which triggers a notification to another user (and perhaps a different UI view for reviewers to approve/reject content pieces). Such features ensure a robust human governance over the AI’s contributions.
|
||||
|
||||
In practice, these collaboration features mean that GenAI4C functions not as an autonomous content generator, but as a **collaborative partner** – much like a junior assistant working under supervision. The real-time, interactive nature of the system makes the experience dynamic; users can **converse** with the AI, ask it to do initial heavy-lifting, and then shape the output on the fly. This synergy is what enables higher throughput of course development without compromising on correctness or instructional quality. By Phase II, with actual Marine instructors testing the system, these collaboration features will be critical in demonstrating that the solution **augments** human capability (and is readily accepted by users), rather than attempting to replace human judgment.
|
||||
|
||||
## Key Workflows in GenAI4C
|
||||
|
||||
To illustrate how the GenAI4C architecture functions end-to-end, this section walks through the **key workflows** that the system supports. Each workflow represents a major use case in the course creation and update process, showing how the components described above interact in sequence. The primary workflows are: (1) Converting a PowerPoint deck into structured lesson content; (2) AI-assisted generation of lesson material and quizzes; (3) Instructor refinement of content using LLM support; and (4) Publishing the content to the Moodle LMS.
|
||||
|
||||
### 1. PowerPoint Content Conversion into Structured Lessons
|
||||
|
||||
**Objective:** Transform legacy course content (e.g., a PowerPoint presentation used in classroom training) into an initial set of online lesson materials.
|
||||
|
||||
**Steps:**
|
||||
1. **Upload & Initiation:** The user (instructional designer) selects a legacy file (PowerPoint `.pptx` or `.ppt`) and uploads it via the GenAI4C UI. They then trigger the conversion process by clicking an “Import Content” or similar action. The UI calls the API Gateway, which routes this request to the **Legacy Content Conversion Service**.
|
||||
2. **File Processing:** The Conversion Service retrieves the file (the file may be stored temporarily in Blob Storage for processing) and parses the slides. Text is extracted from titles, bullet lists, text boxes, and speaker notes. Images and diagrams in the slides are also extracted (saved as image files in Blob Storage and referenced). If the slides contain embedded media (audio/video), those are extracted similarly if possible.
|
||||
3. **Content Segmentation:** The service analyzes the structure of the presentation. Common slide design patterns (title slides, section headers, content slides) are used to break the presentation into sections. For example, if the PPT had section divider slides, each might start a new “Lesson” in the course. Otherwise, the service might chunk every ~5-10 slides into a lesson module for manageability. The goal is to avoid one giant lesson – instead create a logical sequence of smaller lessons or topics.
|
||||
4. **Structured Draft Creation:** For each identified lesson/topic, the service creates a **Lesson document** (as defined in the data model) and populates it with content blocks corresponding to each slide. For example, Slide 1’s title becomes the lesson title, Slide 2’s bullets become a text block (with the bullets preserved as a sub-list structure), Slide 2’s image becomes an image block with alt-text (possibly generated via AI image captioning if no description was provided), etc. Complex graphics might be noted for later attention (e.g., if a slide has a complicated chart, the system may capture it as an image and flag it for the SME to verify the data).
|
||||
5. **AI Augmentation (optional):** If enabled, the Conversion Service calls the **Content Generation Service** to elaborate on slide content. For instance, a bullet point list may be turned into a full paragraph of explanation. The service sends each bullet list to the LLM with a prompt like “Convert these bullet points into a detailed explanation suitable for a student.” The returned text is then included as a follow-up paragraph block after the original bullet list (so the instructor can see both the original points and the elaboration). This augmentation step effectively provides an initial narrative that can be refined later.
|
||||
6. **Saving to Database:** The newly created course structure – course entry, lessons, content blocks, and media asset references – are saved to **Azure Cosmos DB**. The course is marked as a “Draft” and associated with the user’s account for further editing.
|
||||
7. **Feedback to UI:** The orchestration layer receives the completion signal from the Conversion Service and updates the UI (through a WebSocket event or polling) that the conversion is complete. The user is then presented with the **draft course content** in the UI’s editing interface. They see a list of lessons created from their slides, and within each lesson, the text and images that were extracted (along with any AI-generated elaborations clearly indicated).
|
||||
|
||||
At the end of this workflow, the legacy content has been imported into GenAI4C, giving the instructional designer a structured starting point. This addresses a critical challenge: _“even converting a Program of Instruction into a new, blank Moodle course is daunting”_ – now the user has a populated course outline to build on, rather than a blank screen ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=multimedia%20and%20interactive%20components%20%28e,in%20the%20loop%20to%20verify)).
|
||||
|
||||
### 2. AI-Supported Lesson and Quiz Generation
|
||||
|
||||
**Objective:** Enrich and expand the imported content (or create new content from scratch) by generating detailed lesson text and assessment items (quizzes), using AI to assist the instructional designer.
|
||||
|
||||
This workflow can follow the conversion, or it can start with an empty lesson where the user asks the AI to help generate content on a specified topic.
|
||||
|
||||
**Steps (assuming it follows conversion for explanation):**
|
||||
1. **Lesson Review & Prompting:** The user opens one of the draft lessons created from the conversion step. They see the structured content (e.g., slide titles and bullets). To generate a more comprehensive lesson, the user may provide a prompt or simply click a “Enhance Content” button. For example, they might input, “Create a detailed explanation for each bullet point and provide examples.”
|
||||
2. **Content Generation:** The UI sends the request to the **Content Generation Service**. For each content block that needs expansion, the service calls the LLM. It might iterate through bullet lists, feeding them as input and getting back fleshed-out paragraphs. It may also generate transitional text if needed (introductions, summaries). If the lesson was largely empty (e.g., a new lesson stub), the user could provide a short description of what the lesson should cover, and the AI will produce an initial draft of the lesson content from scratch.
|
||||
3. **Multimedia Suggestions:** In parallel (or after text generation), the system can suggest places for images or media. For instance, if the text mentions a specific piece of equipment, the Multimedia Generation Service might be invoked to create an illustrative image. The AI might also suggest “An image could help here” for certain paragraphs. If the user agrees, they trigger image generation for that spot. The service generates the image (e.g., “Generate an image of a M16 rifle disassembled” if that’s in the text) and returns it to the lesson content.
|
||||
4. **Quiz Question Generation:** Once the lesson text is drafted, the user can request quiz questions. The Content Generation Service uses the lesson content as context and generates a set of questions and answers. This might be initiated automatically for each lesson or manually by the user clicking “Generate Quiz”. Suppose the lesson covered three key concepts – the AI might create 1-2 questions per concept, varying the type (multiple-choice, true/false, etc.). For example, *“Q1. What is the purpose of X? A/B/C/D options…”* with the correct answer noted. The questions are stored in the lesson’s quiz section in the database.
|
||||
5. **Knowledge Mapping (optional):** To align with instructional design best practices, the system could also generate or use provided **learning objectives** and ensure questions tie back to them (this might be a Phase II feature). In Phase I, a simpler approach: the AI ensures each major heading or concept in the lesson has at least one question covering it, giving broad coverage.
|
||||
6. **Result Presentation:** The newly generated lesson text and quiz questions are presented to the user in the UI. They are marked as **AI-generated** content (using highlighting or icons). The user can toggle between original outlines and expanded text to see how the AI elaborated on the source material. For quizzes, they can view all suggested questions, answers, and even edit the phrasing or correctness if needed.
|
||||
7. **Iterative Refinement:** If certain parts of the generated content are unsatisfactory, the user can engage with them (this leads into the next workflow of instructor refinement, but it’s worth noting here that generation and refinement are tightly interwoven). For instance, if the AI text is too verbose, the instructor might delete a sentence or ask the AI to simplify it. If a quiz question seems off-target, they might delete it or regenerate it. The system logs these actions (which can inform improvements and metrics on how much editing was needed, a Phase II evaluation point ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=capability,and%20efficiency%20to%20convert%20and))).
|
||||
|
||||
By the end of this workflow, the course content has been significantly fleshed out: what started as sparse bullet points is now a detailed lesson, and what had no assessments now has a starter quiz. The AI has provided a **first draft** for everything, dramatically reducing the effort required for the human. As noted in educational technology research, *“AI-based content-generation tools can speed up the course development process… making it easier, quicker, and more flexible without sacrificing quality.”* ([10 Ways Artificial Intelligence Is Transforming Instructional Design | EDUCAUSE Review](https://er.educause.edu/articles/2023/8/10-ways-artificial-intelligence-is-transforming-instructional-design#:~:text=AI,Footnote%2014)). GenAI4C embodies this by automating the initial creation of instructional text and questions, while leaving the quality control to the instructor.
|
||||
|
||||
### 3. Instructor Refinement and LLM-Assisted Editing
|
||||
|
||||
**Objective:** Allow the human instructor or course designer to refine and polish the AI-generated content using interactive tools, ensuring the content is accurate, pedagogically sound, and aligned with the Marine Corps context. The LLM remains available as an assistant for editing tasks.
|
||||
|
||||
**Steps:**
|
||||
1. **Content Review by Instructor:** After AI generation, the instructor goes through each lesson and quiz. They read the lesson text carefully, checking for factual accuracy, appropriate tone, and clarity. Let’s say the AI wrote: “The M16 rifle has a maximum effective range of 550 meters for a point target.” The SME confirms whether this is correct or needs adjustment. This step is where deep expertise comes in – the AI might sometimes provide a generic or slightly off explanation which the human can catch.
|
||||
2. **Using the AI as an Editing Tool:** For sections that need improvement, the instructor has two options: manually edit the text or ask the AI for a specific modification. GenAI4C’s interface makes this easy by allowing the user to highlight text and choose from options like “Rewrite”, “Simplify”, “Expand”, or even free-form instruct via the chat interface. For example, if a paragraph is too technical, the instructor might click “Simplify” and the LLM will rephrase the paragraph in plainer language. Or if a concept could use a real-life example, the instructor might type, “Give an example illustrating this concept,” and the AI will provide one, which can be inserted after the appropriate sentence.
|
||||
3. **Quality Assurance Checks:** The system could optionally run certain QA routines on the content: for instance, checking that terminology is used consistently, or running a plagiarism check if content needs to be original (the AI might inadvertently output something close to known text). These tools can flag issues for the instructor to resolve. In a military context, ensuring no sensitive information was improperly included is a QA point; the content filters and SME oversight cover this.
|
||||
4. **Iterative Loop:** The instructor and AI might go back and forth a few times on each section. This is an iterative loop where the instructor’s changes can also inform the AI’s next suggestions. For example, if the instructor changes a technical term to use an official acronym, they can update a “course glossary” or instruct the AI to use the acronym henceforth, so any further AI outputs will follow that convention. This learning-by-example for the AI could be facilitated by keeping a short-term memory or context of edits (for Phase I, this could be manual, Phase II might implement more adaptive learning from edits).
|
||||
5. **Quiz Validation:** The instructor reviews each quiz question. They ensure the questions make sense and are at the right difficulty level. For instance, if a question is too easy or irrelevant, they might delete it or ask the AI to generate a tougher question on the same topic. They also verify correct answers. If necessary, the instructor adds explanation for why the correct answer is correct (which can be fed back to students as feedback in Moodle). The LLM can help generate these explanations if prompted (“Explain why the answer is B.”).
|
||||
6. **Finalize Content:** Through refining text and questions, the lesson content gradually reaches a final draft quality. The instructor marks the lesson as “Completed” or “Ready to publish” in the system. This might lock the content from further automatic changes and signals the orchestration workflow that the human-in-the-loop phase for this lesson is done.
|
||||
7. **Record of Changes:** The system optionally records all the modifications in an edit log (who made the change, what was changed, time). This is useful not only for collaboration (others can see what was altered) but also for Phase II metrics – for example, measuring how much of the AI-generated content was retained vs. rewritten by the human could indicate the efficiency gains ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=capability,and%20efficiency%20to%20convert%20and)). Ideally, with improved models and trusted AI, over time the human would need to change less and less, but initially, we expect substantive human editing to ensure correctness.
|
||||
|
||||
This workflow exemplifies the **human-AI partnership**: the AI did the heavy lifting in the previous step, and now the human refines it to reach the quality standard. The LLM’s role here is like an assistant editor or proofreader, helping with rephrasing and polishing on demand. In essence, the instructor remains the **authoritative content curator**, with the AI providing suggestions and quick fixes. This addresses the SBIR’s emphasis that the goal is not to replace the instructor, but to **enable human-AI teams** to work faster **without negatively impacting learning outcomes** ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=The%20overarching%20goal%20of%20this,source)). The instructor ensures learning outcomes remain positive by vetting everything.
|
||||
|
||||
### 4. Publishing to Moodle LMS
|
||||
|
||||
**Objective:** Take the finalized course content from GenAI4C and deploy it onto the Moodle platform so that it is accessible to students in the familiar LMS environment. This includes creating the course structure, uploading lesson content, and configuring quizzes.
|
||||
|
||||
**Steps:**
|
||||
1. **Initiating Publish:** Once all lessons are marked complete (or whenever the user decides it's time to test in the LMS), the user clicks the "Publish to LMS" action in the GenAI4C UI. They might select a target Moodle instance or course category if applicable (for example, “publish to the Development Moodle server under category X”). The UI sends this request to the API Gateway, which forwards it to the **LMS Integration Service**.
|
||||
2. **Course Creation:** The integration service calls Moodle’s API to create a new course. It provides the course name, a short identifier, and any other required fields (perhaps a default template or category under which to create it). Moodle returns a new course ID upon success.
|
||||
3. **Section and Lesson Publishing:** For each lesson in the course (retrieved from Cosmos DB):
|
||||
- Create a section or topic in Moodle (if the course format uses sections). Each lesson could correspond to one section. Moodle APIs allow adding sections/topics by specifying the course ID and section name.
|
||||
- Create a **Page resource** within that section for the lesson content. The service takes the lesson content blocks and converts them into an HTML page. Text blocks become HTML paragraphs or lists; image blocks become `<img>` tags with the source pointing to an uploaded image in Moodle; video or audio blocks become embedded players if Moodle supports them or links. This HTML is then sent via Moodle’s `mod_page_create_pages` (or via a generic create content API) with associations to the course and section. If using a "Book" module instead (for multi-page content), the service would create a Book and then sub-chapters for each content block or subtopic.
|
||||
- Upload media: For each image or media file, the integration uploads the file using Moodle’s file upload API (which typically requires encoding the file and attaching it to a draft area, then using it in the page content). The result is that images are stored in Moodle’s file system and properly linked in the page. The integration service ensures that alt-text or descriptions from Cosmos DB are included for accessibility.
|
||||
4. **Quiz Publishing:** For each quiz defined in GenAI4C:
|
||||
- Create a Quiz activity in Moodle (providing quiz name, settings like attempts allowed, etc.). This returns a quiz instance ID.
|
||||
- For each question, call Moodle’s Question APIs to add questions to the quiz. This might involve first creating the question in Moodle’s question bank for that course (with the quiz ID or category specified), then adding it to the quiz. The integration service translates the question format: e.g., if we have multiple-choice, it sets up the question text, the possible answers, marks the correct one with 100% grade, etc. If the GenAI4C question included feedback, it sets that as well.
|
||||
- After adding all questions, the quiz is ready. The service can also set the quiz to be visible to students or keep it hidden if the course as a whole is not yet released.
|
||||
5. **Finalize and Permissions:** Once all content and quizzes are created, the service performs any final configurations (like setting course visibility, enrolling the instructor as the teacher in that course if needed so they can see it in Moodle’s UI). It then returns a success status to GenAI4C and possibly the direct link/URL to the new course in Moodle.
|
||||
6. **User Notification:** The GenAI4C UI informs the user that publishing is complete, and provides a link: e.g., “Course successfully published to Moodle. [Open in Moodle]”. The instructor can click through to see the course live on Moodle. At this point, they might verify everything looks as expected. Minor tweaks could be done directly in Moodle if desired (or they can go back to GenAI4C, edit, and re-publish).
|
||||
7. **Post-publish Sync (if needed):** If after publishing, further changes are made in GenAI4C (during an iterative development), the user can republish specific lessons or quizzes. The system can update the existing Moodle course rather than creating a new one, by using stored Moodle IDs for each resource. This avoids duplication. In Phase I, we assume one-time publishing per course iteration, but we design the system to handle updates gracefully for future use.
|
||||
|
||||
By automating these steps, the time from finalizing content to having a functional online course is cut down tremendously. What might have taken an admin or instructor hours of clicking in Moodle (creating each page, copying content, uploading files, making questions) is done in a few minutes by the integration service. This workflow, combined with the earlier ones, achieves the vision of a tool that *“takes their current POI, slides, and documents and creates a new course and populates it with content”* ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=The%20end%20goal%20is%20a,and%20conversion%20process%20would%20be)). The human’s role is to supervise and refine content, not to do the mechanical work of LMS data entry – that labor is offloaded to the AI-driven system.
|
||||
|
||||
## Cosmos DB Data Model for Courses and Content
|
||||
|
||||
The data model underpinning GenAI4C is critical for maintaining structure and relationships between pieces of content. Azure Cosmos DB’s document-oriented approach gives us flexibility to store course content intuitively. Below, we highlight the main entities and their relationships as represented in the Cosmos DB data model:
|
||||
|
||||
- **Course Entity:** Each course is a JSON document identified by a unique `courseId`. Key fields:
|
||||
- `title`: The course title (e.g., “Maintenance Procedures for Amphibious Vehicles”).
|
||||
- `description`: A high-level description of the course (could be generated or provided).
|
||||
- `status`: e.g., “draft”, “in_progress”, “published”.
|
||||
- `owner`: userId of the creator, plus perhaps a list of collaborators.
|
||||
- `lessons`: An array of lesson identifiers (or embedded lesson summaries). In some designs, we might embed lesson data here if relatively small, but typically lessons are separate for easier editing.
|
||||
- Timestamps: `createdAt`, `updatedAt`.
|
||||
- Possibly `moodleCourseId`: after publishing, store the ID of the course on Moodle to facilitate updates.
|
||||
|
||||
- **Lesson Entity:** Each lesson (or module) is a document. Key fields:
|
||||
- `lessonId`: Unique ID.
|
||||
- `courseId`: Foreign key to the parent course (also used as partition key).
|
||||
- `title`: Lesson title (e.g., “Introduction to System Components”).
|
||||
- `sequence`: Order of the lesson within the course.
|
||||
- `contentBlocks`: An array of content blocks. Each block might look like:
|
||||
```json
|
||||
{
|
||||
"type": "text",
|
||||
"text": "Explanation of the concept...",
|
||||
"source": "AI-generated"
|
||||
}
|
||||
```
|
||||
or
|
||||
```json
|
||||
{ "type": "image",
|
||||
"imageId": "abc123",
|
||||
"caption": "Diagram of the system",
|
||||
"source": "uploaded" }
|
||||
```
|
||||
or
|
||||
```json
|
||||
{ "type": "quiz_ref", "quizId": "<id>" }
|
||||
```
|
||||
We include a `source` attribute to note if content came from conversion (human-authored originally), was AI-generated, or human-edited. This can help in tracking and display.
|
||||
- `quizId` (optional): If the quiz is stored as a separate entity, reference it here. Alternatively, we might embed questions directly under a `quiz` field in the lesson for simplicity in Phase I.
|
||||
- `objectives` (optional): If using learning objectives, they could be listed here for reference.
|
||||
|
||||
- **Quiz/Question Entity:** If separate, a quiz document might look like:
|
||||
- `quizId`, `lessonId` (or courseId if it’s a course-level final quiz).
|
||||
- `questions`: an array of question objects. Each question object has fields like:
|
||||
- `type`: "multichoice" | "truefalse" | "shortanswer", etc.
|
||||
- `questionText`: The text of the question (could include placeholders for answers in certain types).
|
||||
- `options`: array of options (for multichoice), each option with `text` and a `isCorrect` boolean or a separate correct answer field.
|
||||
- `explanation`: rationale or explanation (if provided).
|
||||
- `source`: "AI-generated" or "human-edited".
|
||||
- Quizzes could also have metadata like `title` (e.g., "Lesson 1 Quiz"), but often it's implied by lesson.
|
||||
|
||||
- **Media Asset Entity:** Each image, audio, or video that is either extracted or generated gets an entry:
|
||||
- `assetId`: Unique ID.
|
||||
- `courseId`/`lessonId`: to know where it belongs.
|
||||
- `type`: "image" | "audio" | "video".
|
||||
- `fileName`: stored name in blob or a GUID.
|
||||
- `blobUrl` or storage reference: a URI (which might be secured via SAS token when accessed).
|
||||
- `caption` or `altText`: description of the media.
|
||||
- Possibly `origin`: "extracted from slide X" or "generated via AI from prompt Y".
|
||||
- These entries allow us to manage cleanup (if a media is replaced, delete old blob, etc.) and reuse (if the same image is used in multiple places, though that might be rare).
|
||||
|
||||
- **User/Project Entity:** While user management is largely via Azure AD, we might keep a lightweight profile doc for each user or project session. For example:
|
||||
- `userId`, `name`, `organizationRole` (if needed).
|
||||
- List of courses they have created or have access to (though this could be derived via querying course.owner and collaborators).
|
||||
- Settings or preferences (e.g., preferred voice for text-to-speech, or a flag if they want AI augmentation auto-applied).
|
||||
- This is not core to content but helps personalize the experience.
|
||||
|
||||
The **partitioning strategy** in Cosmos is crucial for performance. Using `courseId` as the partition key for lessons, quizzes, and assets ensures that when working on one course, the data is co-located and queries are efficient (one can even use Cosmos DB’s server-side scripts or stored procedures per partition to manipulate a whole course’s content if needed). It also naturally distributes load if multiple courses are being worked on by different users.
|
||||
|
||||
For example, reading all content of a course for publishing is a single partition query (fast). Writing or updating content during creation mostly affects one partition at a time (so low contention). If we have to list all courses for a user, that’s cross-partition but can be done with an index on owner.
|
||||
|
||||
**Consistency and backups:** Cosmos DB offers adjustable consistency levels; we would likely use **Session** or **Strong** consistency to ensure that when a user edits content and then triggers publish, the latest data is read reliably. We will also implement periodic backups or enable Azure’s backup for Cosmos to protect against accidental data loss, which is important when course content might be critical intellectual property.
|
||||
|
||||
Finally, by using Cosmos DB, the system benefits from **low-latency reads/writes** and the ability to scale throughput. In future expansions, if the content data model grows in complexity (say linking content to competencies or doing graph queries to recommend content), Cosmos’s multi-model capabilities (e.g., Gremlin API for graph) could be leveraged on the same dataset. For Phase I, the document model above suffices to capture all needed information for GenAI4C’s operation.
|
||||
|
||||
## Modular, Scalable, and Secure Architecture with Azure Services
|
||||
|
||||
The GenAI4C architecture has been deliberately designed for **modularity, scalability, and security**, leveraging Azure’s cloud services to meet these goals:
|
||||
|
||||
**Modularity:** Each functional component (UI, gateway, each microservice, etc.) is independently deployable and upgradable. This modularity means development can be parallelized and future improvements can be slotted in without system-wide rework. For example, if a new, more powerful content generation model becomes available in the future, we can update the Content Generation Service to use it, without affecting how other parts (like Conversion or LMS integration) operate, as long as the interface (API contracts) remain consistent. Likewise, if the Marine Corps decided to adopt a different LMS in the future, we could develop a new integration module for that system and plug it into the orchestration, without altering the core content creation logic.
|
||||
|
||||
We also take advantage of Azure’s **microservices platforms**: services could run as **Docker containers on Azure Kubernetes Service (AKS)**, or as serverless functions (**Azure Functions**). In a Phase I prototype, using Azure Functions for each microservice might simplify deployment (with each function handling a discrete task, scaling automatically as needed). In a later phase, containerizing everything on AKS might give more control and allow integration of custom libraries (especially for AI models that might not be offered as a managed service). The key is that the architecture does not rely on a monolithic application; it’s a collection of loosely coupled services.
|
||||
|
||||
**Scalability:** Azure provides multiple layers of scalability which we leverage:
|
||||
- **Auto-Scaling Compute:** For the AI microservices on Azure Functions, we can configure dynamic scaling so that if many requests come in (e.g., multiple instructors converting content at the same time, or a single user generating a lot of content quickly), Azure will spawn additional function instances to handle the load. For containerized services on AKS, Kubernetes’ Horizontal Pod Autoscaler can similarly increase pods based on CPU or queue length. This ensures the system remains responsive as usage grows.
|
||||
- **Cosmos DB Scalability:** Cosmos DB can elastically scale the throughput (measured in RUs). We can set a baseline RU/s for typical usage and allow it to burst or be manually scaled up during heavy usage (like a training exercise where lots of content is being processed). It can handle large volumes of data and many simultaneous requests with minimal performance degradation.
|
||||
- **Stateless Services:** Most microservices are stateless (they don’t store user session data internally; they fetch what they need from Cosmos DB and write results back). This statelessness is what allows easy scaling out – any instance can handle any request. The orchestrator maintains minimal state (and if using Durable Functions, that state is stored in Azure Storage). This design avoids single points of bottleneck.
|
||||
- **Geographic Scaling:** While Phase I might deploy in a single region, the architecture can extend to multiple Azure regions if needed (Cosmos DB can replicate data globally if later needed, and Azure Front Door or Traffic Manager can route users to the nearest service deployment). This could be useful in Phase III if deployed to an Azure Government region and perhaps allied networks for wider use.
|
||||
|
||||
**Security:** Security considerations are paramount, especially as this system may handle sensitive training content and be deployed in government environments:
|
||||
- **Authentication & Authorization:** As described in the UI section, all user access is controlled via Azure AD. This means multi-factor authentication and single sign-on can be enforced per DoD standards. Role-based access can be managed through AD group membership (e.g., only users in the “Curriculum Developer” group can approve final content). All service-to-service calls also use secure authentication; for example, the UI includes an auth token in API calls that the API Gateway validates. Internal services can use managed identities or API keys stored in **Azure Key Vault** to authenticate with each other or with external APIs (like the Moodle token).
|
||||
- **Data Security:** All data at rest is encrypted using Azure’s encryption (Cosmos DB, Blob Storage, etc., are automatically encrypted with service-managed or customer-managed keys). Data in transit is protected by TLS – the API gateway ensures HTTPS is used. Within Azure, services can be deployed into a **Virtual Network** with subnet isolation, meaning our microservices can talk to Cosmos DB and to each other on a private network not exposed to the public internet. The API Gateway can be the only public-facing component, and it can be protected by a Web Application Firewall (WAF) to filter malicious traffic.
|
||||
- **Compliance and Azure Government:** The architecture, being Azure-based, can be deployed in Azure Government regions which comply with FedRAMP High and DoD IL4/IL5 security requirements. This means down the line, hosting in a DoD-approved cloud environment is feasible. Azure services like AKS, Functions, Cosmos DB, etc., are all available in Gov clouds with similar capabilities. For SBIR Phase I, demonstration can be on commercial Azure, but it’s important that the design can transition to Government cloud for actual Marine Corps use.
|
||||
- **AI Model Security:** Using Azure OpenAI for LLM ensures that the model is hosted in a secure environment with controls on the data. We would configure that no customer data is used to train the underlying model (to avoid data leakage outside the tenant). The content filters provided by Azure OpenAI add a layer of protection against the AI producing unsafe outputs (e.g., profanity, or revealing sensitive info). Additionally, we log all AI interactions which can be reviewed.
|
||||
- **Audit and Logging:** Every action in the system (especially content publishing, data modifications, user logins) is logged with timestamp and user identity. Azure provides **Monitor and Log Analytics** to consolidate logs from all services. These logs can feed into audit trails or security incident monitoring. If an unauthorized attempt is made (e.g., someone tries to call an API directly bypassing UI), it would be logged and blocked.
|
||||
- **Backup and Recovery:** Regular backups of Cosmos DB (or utilizing its point-in-time restore capability) are configured to protect content. In a production environment, we’d also enable zone-redundant deployments or geo-redundancy for critical components to ensure high availability.
|
||||
|
||||
In summary, by leveraging Azure’s robust cloud offerings, the GenAI4C system is engineered to **scale on demand** and **protect data and operations** in line with government standards. The modular microservice approach not only aids scalability but also enhances security by limiting the blast radius of any one component (for example, the LMS integration module can be kept isolated from the internet entirely except for the Moodle endpoint, reducing exposure). The architecture thus meets both the performance needs and the stringent security expectations of a DoD application.
|
||||
|
||||
## Supporting Modern Instructional Design (Human-AI Collaboration Benefits)
|
||||
|
||||
A central aim of GenAI4C is to empower **instructional designers and subject matter experts** in the Marine Corps to modernize training curricula more efficiently, without losing the nuance and control that human expertise provides. Here we highlight how the solution tangibly supports these professionals through human-AI collaboration:
|
||||
|
||||
- **Drastically Reduced Development Time:** Course developers often spend inordinate amounts of time developing slide decks, writing lesson plans, and crafting assessments. With GenAI4C, the initial drafts of these materials are generated in minutes. For example, turning a 50-slide presentation into a draft online course with lessons and quizzes might take an AI service 5-10 minutes, whereas a human might spend weeks on the task. This time savings means instructional designers can focus on higher-level design considerations (like course flow, learning objectives alignment, and interactive activities) instead of rote content transcription. As one recent analysis noted, *“for many course developers and SMEs, course creation is one of the most time-demanding tasks... AI can help make the process easier and quicker without sacrificing quality.”* ([10 Ways Artificial Intelligence Is Transforming Instructional Design | EDUCAUSE Review](https://er.educause.edu/articles/2023/8/10-ways-artificial-intelligence-is-transforming-instructional-design#:~:text=AI,Footnote%2014)). By shouldering the grunt work, GenAI4C frees humans to apply their expertise more strategically.
|
||||
- **Overcoming the Blank Page Syndrome:** Starting from scratch is difficult, especially for new courses. The AI-aided approach provides a **starting point** – whether it’s an outline, a sample lesson, or a batch of quiz questions – which the SME can then curate. This mitigates the intimidation of a blank page. Humans are better at recognizing what’s good or bad when something is in front of them, rather than inventing from nothing. GenAI4C always provides that first draft, so the human never has to begin with nothing. This can boost creativity and productivity, as the human can iteratively refine content rather than generate 100% of it.
|
||||
- **Interactive Instructional Design Coaching:** The integrated LLM in the UI effectively serves as an on-demand **instructional design coach**. If a user is unsure how to structure a lesson, they might ask, “What’s a logical way to break down topic X into two lessons?” The AI can suggest a structure (e.g., “Lesson 1 could cover fundamentals A, B, C; Lesson 2 could apply those in scenarios D and E”). If a SME is not trained in pedagogy, the system can guide them with best practices indirectly learned from training data. In this way, less experienced instructors get real-time guidance, and seasoned designers get a rapid brainstorming partner. This addresses part of the SBIR topic’s goal regarding instructional systems design assistance ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=learning%20in%20three%20ways%3A%20,creation%20of%20multimedia%20and%2For%20interactive)).
|
||||
- **Maintaining Human Authority and Creativity:** GenAI4C is built to ensure the human is **always in control** of the content. Instructors decide which AI suggestions to keep and which to discard. They can inject their own stories, examples, or emphases at will. The AI never publishes anything without human approval. This design preserves the creative and authoritative role of the instructor – the content ultimately reflects human judgment, taste, and doctrinal accuracy. Importantly, it means the human experts still feel ownership of the material, which is key for adoption; they see the AI as a helpful assistant, not a threat to their expertise or role.
|
||||
- **Customization to Audience and Context:** Human instructors understand the nuances of their audience (e.g., the experience level of Marines in a course, or classified aspects that cannot be fully detailed in unclassified training). The AI by default may not know these contextual things, but the human can easily tweak content to fit, using the AI to implement those tweaks widely. For instance, an instructor might realize a certain term needs to be defined for entry-level Marines – they can add a definition in one lesson and then ask the AI to ensure that concept is reinforced in subsequent lessons. The AI can propagate that change or mention across all relevant content. This ability to quickly adjust and propagate changes or additions ensures the final course is well-tailored to its intended audience, something hard to achieve with canned content.
|
||||
- **Modernizing Legacy Content with Rich Media:** Many legacy course materials are text-heavy or static. By introducing multimedia generation, the solution helps designers **enrich courses with visuals and interactive elements** without needing graphic design skills. An SME might know a particular diagram would help but not have the tools or time to create it – GenAI4C can generate a draft diagram that the SME can then refine or annotate. This lowers the barrier to including multimedia. Over time, courses become more engaging as they now have graphics, possibly audio narration, etc., that previously might have been skipped due to effort. The Marine Corps training can thus transition from text-and-slide-based to multimedia-rich content, enhancing student engagement as envisioned in Training and Education 2030 ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=size,LLMs)) ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=multimedia%20and%20interactive%20components%20%28e,created)).
|
||||
- **Continuous Learning and Improvement:** As SMEs and designers use the system, their interactions (edits, requests) provide feedback that can be analyzed to improve the AI assistance. For example, if multiple users always rephrase a certain style of AI-generated text, that’s a signal to adjust the prompt or model behavior. In Phase II, incorporating user feedback loops could make the AI adapt to the preferred style of the Marine Corps. In essence, the more it’s used, the better it can align with what human experts expect. This symbiotic improvement loop means instructional design at USMC can progressively accelerate and improve – a true human-AI team where each learns from the other.
|
||||
|
||||
In conclusion, GenAI4C serves as a **force multiplier** for instructional designers and SMEs. It is not just a content factory, but a collaborative platform that **augments human creativity and efficiency**. By integrating human insight at every step, the solution ensures that Marine Corps values, doctrinal accuracy, and instructional quality are never compromised, even as the speed of content development increases significantly. This directly supports the modernization priority of **Human-Machine Interfaces** – harnessing AI in a way that amplifies human capability rather than diminishes it.
|
||||
|
||||
## Technical Feasibility, Adaptability, and Future Extensibility
|
||||
|
||||
The proposed GenAI4C solution is grounded in current, proven technologies and is designed with a forward-looking architecture to accommodate growth and enhancements in Phase II and III. Below we address its feasibility and outline how it can adapt and extend in the future:
|
||||
|
||||
**Technical Feasibility (Phase I):** All components described leverage existing technology that has been demonstrated in real-world applications:
|
||||
- *Large Language Models*: Azure’s OpenAI service provides access to GPT-4 and other advanced LLMs, which have already shown the ability to generate human-like text, summarize documents, and create quiz questions. Use cases of GPT models generating course content or questions have been reported in educational tech trials, confirming that this core functionality is feasible within Phase I’s scope.
|
||||
- *Document Parsing*: Tools for parsing PowerPoint and Word files (like Open XML or Office 365 APIs) are mature. Likewise, converting that content to HTML or structured text is straightforward. There may be some edge cases (e.g., complex tables or animations in slides) that need handling, but the majority of instructional content (bullet points, text, images) can be extracted with high reliability.
|
||||
- *Image Generation*: Models like Stable Diffusion (which can be run on Azure ML or via APIs) have been used to generate illustrative images. While quality can vary, Phase I can target simpler, schematic images or concept illustrations where AI does well. Any critical graphic (like a safety diagram) can still be uploaded by the human if needed, so the AI imagery is supplementary.
|
||||
- *Moodle Integration*: Moodle’s web services are well-documented and used in various automation contexts. There are existing libraries and examples of programmatically creating courses and adding content via their API, so we are not breaking new ground here. The team can stand up a test Moodle instance to develop and verify this integration in Phase I.
|
||||
- *Azure Infrastructure*: Using services like Functions, APIM, Cosmos DB, etc., is standard practice for modern applications. No new software needs to be invented – it’s about configuration and integration. Azure’s reliability (SLA-backed services) means we don’t have to worry about building our own scalable database or authentication system from scratch.
|
||||
|
||||
Given these factors, the risk in Phase I is low. The main challenge is in the **orchestration and smooth UX** – ensuring all pieces work together seamlessly and the user experience is coherent. But this is an engineering challenge, not a research uncertainty. We will mitigate this by iterative prototyping and possibly Wizard-of-Oz testing of the workflow with sample content to adjust the flow before full implementation.
|
||||
|
||||
**Adaptability:** The solution is inherently adaptable to different content domains and evolving requirements:
|
||||
- The AI models can be tuned or prompted with **Marine Corps-specific data**. For instance, if we have access to a corpus of USMC manuals or previously developed curriculum, we can use that to better ground the AI’s outputs (via fine-tuning or retrieval augmentation). Even without fine-tuning in Phase I, careful prompt engineering can yield respectable results. In Phase II, we might incorporate a knowledge base so that the LLM can pull factoids or terminology from official sources to reduce errors.
|
||||
- The architecture can handle various input formats: while we focus on PPT and Word now, the Conversion Service could be extended to PDFs or even multimedia inputs (like transcribing an instructional video’s audio to text and then generating content from it). This means as the training content repository grows or diversifies, GenAI4C can bring those pieces into the fold.
|
||||
- The workflows can be adapted to different instructional design processes. If some users prefer starting from objectives rather than content, we could have a workflow where they input learning objectives and the AI generates an outline (this aligns with ISD processes and could be a feature added easily given the generative capabilities).
|
||||
- The system can also cater to different **learning modes**. For example, if down the line the Marines want adaptive learning paths (as described in modern learning approaches ([10 Ways Artificial Intelligence Is Transforming Instructional Design | EDUCAUSE Review](https://er.educause.edu/articles/2023/8/10-ways-artificial-intelligence-is-transforming-instructional-design#:~:text=2))), the content generation can be extended to create variations of content for different difficulty levels, and the orchestration can incorporate branching based on learner performance (this starts to bridge into Phase II/III where actual learner data could feed back in).
|
||||
|
||||
**Future Extensibility (Phase II/III):** Several enhancements are envisaged for later phases, and our architecture is prepared for them:
|
||||
- **Plug-and-Play AI Models:** As noted in Phase II requirements ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=evaluations%20where%20appropriate,Perform%20all)) ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=extensibility%20through%20plug,all%20appropriate%20engineering%20tests%20and)), the system should demonstrate extensibility with new AI models. Because our microservices encapsulate model usage, we can easily test new models. For instance, if a new open-source LLM becomes available that can be self-hosted (reducing dependency on an external API), we can integrate it into the Content Generation Service. If a specialized quiz generation model is developed (maybe fine-tuned for military training questions), we can deploy it alongside or replace the generic model. Similarly, if video generation tech matures (e.g., generative video or interactive simulation content engines), we can add a new microservice for that and update the orchestration to include it in the workflow.
|
||||
- **Enhanced Interactivity and XR**: By Phase III, we might incorporate more interactive content creation. The architecture could include services for creating **branching scenarios or simulations**, aligning with the desire for interactive components ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=multimedia%20and%20interactive%20components%20%28e,in%20the%20loop%20to%20verify)). For example, an AI could generate a scenario script (which it already can as text), and then our system could convert that into a Moodle Lesson activity or even a simple game. If Virtual or Augmented Reality training becomes a focus, GenAI4C could integrate with tools that generate 3D models or VR scenes (this might be beyond initial scope, but nothing precludes adding new modules).
|
||||
- **Learner Feedback Loop:** In future phases, once real students use the AI-generated content, we could gather feedback on question difficulty (from quiz results) or content effectiveness (from student feedback or performance data). This could inform the AI for revisions: e.g., if many students get a generated question wrong, maybe it was unclear – the instructors can tweak it and that data can be used to refine future question generation. Integrating this would involve pulling data from Moodle (quiz stats) and providing analytics to the instructors, a possible Phase III feature that turns GenAI4C into not just a content creation tool but a full lifecycle course management aid.
|
||||
- **Scaling to Enterprise and Other Use Cases:** Phase III emphasizes transition and dual-use. Our solution, being cloud-based and built on Azure, can scale to the enterprise level (Marine Corps-wide, across many schools). It also can be offered (with proprietary data removed) to other educational or training organizations. The architecture being non-proprietary (aside from using Azure services, which the government often has access to) makes it attractive for adoption. We’ve kept everything standards-based (using REST, etc., and interacting with a standard LMS) so that commercialization or broader use is feasible. The codebase from Phase I/II can be delivered to the government with Government Purpose Rights, and because it’s built on common tech, a government IT team or another contractor could maintain or extend it in the long run, satisfying the “government-owned suite of AI software” end goal ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=The%20end%20state%20of%20this,on%20practical)) ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=platforms%20,software%20capabilities%20for%20use%20by)).
|
||||
- **Continuous Improvement and Maintenance:** Over time, we will incorporate user feedback from instructors. Maybe certain UI improvements or new features (like a library of pre-built templates for courses, or integration with other knowledge sources like the Marine Corps Doctrine or Tactics manuals for reference). The microservice architecture ensures adding such features (e.g., a “Reference Retrieval Service” that pulls in relevant doctrinal text when a concept is mentioned) is not disruptive. Each can be added as a new service and linked in.
|
||||
|
||||
In summary, the GenAI4C architecture is not a dead-end prototype but a **foundation** upon which more sophisticated training development capabilities can be built. It is technically feasible with today’s AI and cloud tech, and it’s flexible enough to grow with tomorrow’s advancements. By Phase II, we anticipate a refined, user-tested system with improved AI models and perhaps semi-automated course adaptation. By Phase III, we foresee a robust platform integrated into Marine Corps Training Command’s processes, with potential spin-off applications in other DoD or civilian training domains. This trajectory demonstrates a clear **path from research to operational deployment**, fulfilling SBIR program objectives and ultimately contributing to a more adaptive, efficient learning ecosystem for the warfighter.
|
||||
|
||||
## Conclusion
|
||||
|
||||
In this white paper, we have presented **GenAI4C: a Generative AI-driven architecture for course and content creation and conversion**, built on Microsoft Azure and tailored to the needs of Marine Corps training modernization. The proposed solution directly addresses the challenges outlined in the SBIR Topic N252-112 – namely, the slow, labor-intensive nature of legacy content conversion and new course development – by introducing an AI-augmented workflow that is faster, smarter, and deeply collaborative between humans and machines.
|
||||
|
||||
The architecture is **comprehensive and modular**, comprising a user-friendly interface for instructors, a robust backend of AI microservices for content and multimedia generation, an orchestration engine to streamline complex processes, and seamless integration into the Moodle LMS where Marines ultimately access their training. Each component leverages proven Azure technologies, ensuring that the system is not only innovative but also reliable, scalable, and secure to DoD standards. By using Azure Cosmos DB and other cloud services, we ensure data is managed efficiently and can scale as the library of courses grows across the enterprise.
|
||||
|
||||
Critically, GenAI4C is engineered with the principle of **human-AI teaming** at its core. It does not replace the human expertise of instructional designers and subject matter experts; rather, it elevates their capabilities. The AI handles rote and time-consuming tasks – drafting lessons, generating quiz items, formatting content – allowing humans to focus on oversight, creativity, and fine-tuning. This approach yields significant efficiency gains **without compromising the quality or integrity of the training content ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=The%20overarching%20goal%20of%20this,source))**. Instructors remain in control, validating and enriching AI contributions to ensure that the final courseware meets the high standards of the Marine Corps and effectively prepares Marines for their missions.
|
||||
|
||||
The GenAI4C solution promises to transform an industrial-era course development pipeline into an **information-age workflow**, aligning with the vision of *Training and Education 2030* to leverage technology for quicker, richer training outcomes ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=In%20January%202023%2C%20the%20Marine,written%20exams%2C%20and%20minimal%20experiential)) ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=on%20to%20state%20that%20%E2%80%9Cbetter,from%20industrial%20to%20information%20age)). A Marine Corps schoolhouse that once relied on stacks of static PowerPoint slides can, with GenAI4C, rapidly convert those materials into interactive, multimedia-rich e-learning modules – complete with embedded knowledge checks and scenarios – all within a fraction of the time previously required. The immediate benefit is a more agile training organization, capable of updating and disseminating new curriculum as fast as tactics, techniques, and procedures evolve.
|
||||
|
||||
Looking forward, our architecture is poised to grow in step with future SBIR phases. Phase I will establish the baseline system and demonstrate the concept using representative content. Phase II will refine the technology with user testing, integrate more advanced AI models or additional features (like adaptive learning pathways or more elaborate multimedia), and prove out the plug-and-play extensibility of the system ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=evaluations%20where%20appropriate,Perform%20all)). By Phase III, GenAI4C can be hardened for deployment, potentially transitioning into a Program of Record or being adopted across not only the Marine Corps but also other services or agencies in need of modernized training development tools. Its cloud-native design and use of non-proprietary standards ensure that it can be adopted in government environments with minimal friction and even offered as a commercial solution for the broader defense and education market.
|
||||
|
||||
In conclusion, the Azure-based GenAI4C architecture offers a technically sound and strategically aligned path to revolutionize course creation and conversion through generative AI. It strikes the crucial balance between automation and human oversight, unlocking dramatic efficiency improvements while safeguarding the pedagogical and factual quality of military training. GenAI4C stands to become a key enabler in the Marine Corps’ journey toward an advanced learning ecosystem, where **information-age technology and human wisdom work hand-in-hand** to produce the best-trained warfighters in less time and at lower cost. This white paper has outlined the blueprint to achieve that vision, making a compelling case for investment and development under the SBIR program. The road ahead is one of exciting innovation, and the GenAI4C team is prepared to execute this plan and deliver a transformative capability for Marine Corps Training & Education.
|
||||
|
||||
**References:**
|
||||
|
||||
1. United States Marine Corps, *Training and Education 2030* – highlights the need for modernization of training and integration of advanced technologies ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=In%20January%202023%2C%20the%20Marine,written%20exams%2C%20and%20minimal%20experiential)) ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=on%20to%20state%20that%20%E2%80%9Cbetter,from%20industrial%20to%20information%20age)).
|
||||
2. Department of the Navy SBIR Topic N252-112, *Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C)* – SBIR topic description detailing the objectives of human-in-the-loop AI for instructional design and legacy content conversion ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=learning%20in%20three%20ways%3A%20,creation%20of%20multimedia%20and%2For%20interactive)) ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=The%20overarching%20goal%20of%20this,source)) ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=multimedia%20and%20interactive%20components%20%28e,created)) ([topic_N252-112_Generative Artificial Intelligence for Course and Content Creation and Conversion (GenAI4C).PDF](file://file-A9o7X1YPsyg8AjyVp7Bfcf#:~:text=The%20end%20goal%20is%20a,and%20conversion%20process%20would%20be)).
|
||||
3. Educause Review, *“10 Ways Artificial Intelligence is Transforming Instructional Design”* (2023) – discusses how AI tools can speed up course development without sacrificing quality ([10 Ways Artificial Intelligence Is Transforming Instructional Design | EDUCAUSE Review](https://er.educause.edu/articles/2023/8/10-ways-artificial-intelligence-is-transforming-instructional-design#:~:text=AI,Footnote%2014)), reinforcing the value proposition of AI-assisted content creation for instructors.
|
||||
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