Cognitive EW - EMSOPEDIA
Cognitive EW - EMSOPEDIA
Cognitive EW - EMSOPEDIA
emsopedia.org/entries/cognitive-ew
Cognitive EW
The leap towards cognitive technology is one of the most exciting trends in EW today.
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and exploring new cognitive systems concepts, it is clear that we are just beginning to
scratch the surface of what cognitive technology will mean not only to EW, but also to all the
areas of defence electronics and to all operations within the EM Spectrum (EMS).
The idea is bio-inspired or better, human-inspired and seeks to emulate a cognitive and
autonomous approach to the environment in terms of observing, orienting, deciding, acting
and applying experience.
Cognition is defined as the conscious intellectual activity performed by the human being to:
changing preferences, applying knowledge, processing information, learning, applying
experience, imagining, reasoning and (finally) thinking.
Autonomous means that a machine (and not a human) “somehow” performs those functions
in tiny fractions of a second.
Traditional approaches already are able to emulate activities such as changing preferences,
applying knowledge, processing information, while the new frontier is to go beyond, giving
the spectrum Dependent System some capability to learn and then apply experience.
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cooperative conditions.
However, many differences are also evident: the background is quasi stationary in the
universe, while this is not in typical electromagnetic scenarios;
◦ the search of intelligent extra-terrestrial electromagnetic activity is based on the
persistency of a new signal for a certain time, while many times ESM are looking for fugitive
threat;
◦ the requirement in terms of processing time are quite different, where EW reacts in real-
time or quasi real-time, even if the amount of data to be processed is considerably less than
the transmission from the universe.
Anyway, these are not impeding issues and the application of deep learning to
electromagnetic signal classification for EW application has already successful stories.
The real issue, from our perspective, is the availability of data needed to train the A.I. based
engines whatever the branch of A.I. we want to apply and this imposes methods and
procedures at User level for the success of the enterprise.
Related to (1), many methods have been developed to extract textural features, which can
be loosely be classified as statistical, model-based and signal-processing methods. Every
method has pros and cons and are often related to the field of application.
Signal processing methods, also known as multichannel filtering methods, are attractive
due to their simplicity.
In these methods, a textured input image is decomposed into feature images using a bank
of filters, such as wavelet, statistical or neural network-based filters.
As a result, a high-dimensional textural pattern can be represented by a relatively small set
of features that need to be extracted using a set of well-selected filters.
The major issue for this approach is the selection of a good set of filters for a given texture
classification problem, but they found a natural application in solving advanced
fingerprinting problems in dense electromagnetic environment, where unwanted modulation
are exploited to map different signals in different textures.
Related to (2), from Bayes classifier to neural networks, there are many possible choices for
an appropriate classifier.
Among these, Support Vector Machines (SVM) would appear to be a good candidate
because of their ability to generalize in high-dimensional spaces, such as spaces spanned
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by texture patterns. The appeal of SVMs is based on their strong connection to the
underlying “statistical learning theory”: that is, an SVM is an approximate implementation of
the Structural Risk Minimization method and many papers can be found in open source
literature.
• Cognitive Jamming
Cognitive Jamming is a leap forward in the context of Electronic Warfare.
The adjective “Cognitive” implies the concept of awareness to the threats and the ability to
adapt Jammer’s behaviour to the states and operative modes of the threats.
The behaviour of a traditional Electronic Attack system usually obeys the following pattern:
◦ The threat is detected and its fundamental parameters are measured.
The EM environment is typically very dense. The problem of detecting the threat and
measuring its parameters is not trivial and it is also computationally intensive
◦ The threat is identified (associated to an existing and known weapon system / platform)
This step is usually performed using an “Identification Library” that has been prepared
during the “Mission Preparation” step and contains the threats that the System is likely to
meet during the Mission
◦ If the System needs to perform Electronic Attack against the Identified threat an
appropriated “Jamming Program” is selected.
The “Jamming Program” is picked from the “Jamming Library” using the Identification
(previous step result) as a key.
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◦ The selected “Jamming Program” is executed.
During this step the Electronic Attack is performed.
The Jammer is able to handle a limited range of expected events (i.e. tracking lost events,
cinematic parameters updates, and operative mode changes).
The described steps are summarized in Figure 1.
A Cognitive approach is applicable to both parts of the diagram (Sensor and Actuator).
For the Actuator part, which is considered the real core of an Electronic Attack System, let
us dive into the “Jamming Program Selection” block.
This block relies heavily on a carefully built “Jamming Library” which contains a collection of
Jamming Programs carefully designed for being effective against well-known (Identified)
threats.
Applying the cognitive mind-set to this block can lead to synthesizing in real time the most
appropriate Jamming Program (JP) against a given threat: this new approach implies some
degree of “smartness” that must be brought into the System and that depends on some key
technology and methodology.
It appears evident that Systems that learn from experience are heavily based on Artificial
Intelligence and Machine Learning concepts.
In particular, the concepts of relation between the experience and the task, which must be
performed, is well captured by a highly quoted definition given by Tom M. Mitchell:
“A computer program is said to learn from experience E with respect to some class of
tasks T and performance measure P if its performance at tasks in T, as measured by P,
improves with experience E.”
(Mitchell, T. (1997). Machine Learning. McGraw Hill. p. 2. ISBN 978-0-07-042807-2.)
In case of “JP Selection” block highly skilled operators traditionally perform the task of
designing the Jamming Program, which is most effective against a given threat; the
construction of a model which performs this task adds to the jammer the ability to be
adapted to environmental changes in a faster way and makes it more cognitive than ever.
Of course, the same approach can be applied to other blocks in Figure 1.
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For instance, the “Threat Detection” and the “Threat Identification” are traditionally based on
some form of explicitly defined waveform taxonomy that is supposedly able to represent
RADAR
emitted signals.
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The emphasis is on effectiveness of decision-making, as this involves formulation of
alternatives, analysis of their impacts, and interpretation and selection of appropriate
options for implementation.
These systems aid humans in mission planning, information management, situation
assessment, and decision-making.
A particularly relevant application is in the area of “Data Fusion”, where A.I. advancements
in the fields of natural language, knowledge discovery and data mining are assisting in the
analysis and interpretation of the vast quantities of (unstructured/structured,
synchronous/asynchronous, formatted/unformatted) data collected by the ever-increasing
number of intelligence, surveillance, and reconnaissance assets.
This cognitive approach is rapidly overcoming the traditional approach based on rules,
maximum likelihood and correlation among elements.
In addition, A.I. contributions to “Game Playing” and simulation are also leading to better
training for personnel who must perform within the demands of the C2 environment.
The prominence of this technology will continue to increase with the demands that will be
imposed on commanders and their C2 architectures in the complex and unpredictable
battle-space of the future.
A.I. advances in human/machine interface capabilities will also help to close the gap
between humans and the machines that support them. The new trend is “Human-Machine
Teaming”, where the machine learns from the past events, decision of the human, and
increase its experience and probability of success in the future (proposed/autonomous)
decisions.
The still controversial question lies in whether A.I. technology can advance to the point
where this gap no longer exists, effectively allowing machines to replace humans and
perform with human intelligence.
It is at this stage that A.I. will complete its entry in the realm of command.
When referring to COMMAND, this intelligence is key because, by nature, command
scenarios will involve situations wherein it is necessary to deal with inexact or incomplete
knowledge about a problem.
The solution process for these problems is what is called commonly decision-making and it
is fundamental to command.
Command is primarily an intellectual exercise and is traditionally associated only with
human intelligence.
Included here are such things as “creativity”, which denotes inventiveness and imagination,
the capacity to learn and adapt, the ability to initiate and surprise, the facility for
contemplation and reasoning, the capacity for thought and the most human of all qualities,
consciousness.
These generally represent the intellectual qualities that are considered necessary to
exercise command.
A.I. mathematical models for representing and generating creativity is an area of growing
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importance.
Until A.I. systems can be fruitfully, although not infallibly, creative, their ability to model, and
even to aid, human thinking will be strictly limited, but creativity is only part of the issue.
Before a “thinking” machine, we should need a “learning” machine, capable of altering its
own configuration through a series of rewards and punishments, in order to filter out wrong
ideas and retain useful ones.
A.I. machines can adapt their behaviour to meet goals in a range of environments by using
random variations in their behaviour followed by iterative selection in a manner similar to
natural evolution.
Moreover, the goal is no longer for A.I. to merely learn but also to develop; that is, to enrich
their cognitive ability to learn and extend their physical ability to apply learning (Deep
Learning).
By exploiting its ability to interact with humans, A.I. based C2 can learn diverse behaviours
and eventually, into the context of military operations, commanders who might not know
beforehand what tasks A.I. will need to accomplish and will be able naturally and quickly to
assign it a task (Cognitive Decision Making).
As an example, the communicative ability of the human brain is limited by low bandwidth
input and output and the thinking power of the brain, while impressive, is rather slow.
In the C2 context, the amount of time required to train and develop human commanders is
significant and yet they still are affected severely by such prevalent factors as stress and
data saturation.
In these areas, as well as in more recognized areas involving human physical and
emotional vulnerabilities, A.I. technologies will offer significant advantages.
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