SOAR: an architecture for general intelligence
Artificial Intelligence
Distributed Virtual Environments
IEEE Computer Graphics and Applications
An Algorithm Combining Discrete and Continuous Methods for Optical Mapping
Proceedings of the Seventh International Conference on Intelligent Systems for Molecular Biology
Design and application of hybrid intelligent systems
Validation and calibration of human performance models to support simulation-based acquisition
WSC '04 Proceedings of the 36th conference on Winter simulation
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The development of computer-generated synthetic environments, also called distributed virtual environments, for military simulation relies heavily upon computer-generated actors (CGAs) to provide accurate behaviors at reasonable cost so that the synthetic environments are useful, affordable, complex, and realistic. Unfortunately, the pace of synthetic environment development and the level of desired CGA performance continue to rise at a much faster rate than CGA capability improvements, This insatiable demand for realism in CGAs for synthetic environments arises from the growing understanding of the significant role that modeling ane simulation can play in a variety of venues. These uses include training, analysis, procurement decisions, mission rehearsal, doctrine development, force-level and task-level training, information assurance, cyberwarfare, force structure analysis, sustainability analysis, life cycle costs analysis, material management, infrastructure analysis, and many others. In these and other uses of military synthetic environments, computer-generated actors play a central role because they have the potential to increase the realism of the environment while also reducing the cost of operating the environment, The progress made in addressing the technical challenges that must be overcome to realize effective and realistic CGAs for military simulation environments and the technical areas that should be the focus of future work are the subject of this series of papers, which survey the technologies and progress made in the construction and use of CGAs In this, the first installment in the series of three papers, we introduce the topic of computer-generated actors and issues related to their performance and fidelity and other background information for this research area as related co military simulation. We also discuss CGA reasoning system techniques and architectures.