SOAR: an architecture for general intelligence
Artificial Intelligence
Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Distributed Virtual Environments
IEEE Computer Graphics and Applications
Making Components Contract Aware
Computer
Rapid Prototyping for Distributed Virtual Environments
IEEE Software
Using Patterns to Model Variability in Product Families
IEEE Software
A pilot study on human cognitive reliability (HCR) by human model simulation
IIS '97 Proceedings of the 1997 IASTED International Conference on Intelligent Information Systems (IIS '97)
A Computational Architecture to Model Human Emotions
IIS '97 Proceedings of the 1997 IASTED International Conference on Intelligent Information Systems (IIS '97)
The Norman attentional model implementation using fuzzy logic
IIS '97 Proceedings of the 1997 IASTED International Conference on Intelligent Information Systems (IIS '97)
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 (DVEs), 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 and simulation can play in a variety of uses, 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 other uses. 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 surveys the technologies and progress made in the construction and use of CGAs. In this, the second installment of three papers in the series, we present a discussion of CGA software architectures and a discussion of approaches to human behavior modeling.