One of the elements missing from virtual environments in the emerging cyber domain is an element of active
opposition. For example, in a training simulation the instructor assigns the student a task or objective, and the
student then practices within the environment (the “cyber range�) until they feel comfortable with the task or are
able to demonstrate the requisite level of mastery. The environment may have static defenses, such as access control
or firewalls, or a fixed set of intrusion methods to defend against, but it typically lacks any active opposition that
might adapt defensive or offensive actions (e.g., monitor logs, blocked connections, exploit switching or information
gathering). This is akin to training fighter pilots against adversaries who know how to use their weapons, but do not
have any tactical or strategic goals beyond that. This is unfortunate for two reasons: 1) it trains cyber operators to
behave as though opponents do not have a tangible existence or do not have higher-level goals, and 2) it ignores an
opportunity to tailor the student’s learning experience through adjustable adversary behavior. Cognitive agents have
the potential to transform the cyber operations training experience. The application of cognitive agents to the roles
of cyber offense and defense would provide a more complete cyber ecology for training purposes and thus a more
realistic training experience for the student. There are two key challenges to creating such cyber agents: 1) modeling
the complex, and continually evolving, processes of cyber operations within a cognitive architecture, and 2) defining
the tools and data standards to enable cognitive agents to interoperate with networks in a portable way. This paper
discusses novel models of cyber offensive and defensive behavior based on observation and elaboration of human
expertise, as well as an approach to the creation of software adapters that translate from task-level actions to
network-level events to support agent-network interoperability.