Multiagent Mission Specification and Execution
Autonomous Robots
Putting AI in Entertainment: An AI Authoring Tool for Simulation and Games
IEEE Intelligent Systems
Human-Level AI's Killer Application: Interactive Computer Games
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
AAMAS '03 Proceedings of the second international joint conference on Autonomous agents and multiagent systems
Applying advanced user models and input technologies to augment military simulation-based training
SpringSim '10 Proceedings of the 2010 Spring Simulation Multiconference
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We are trying to emulate the most realistic human-combat behaviors possible in a virtual environment. Our requirement for realism stems from our application: a combat training environment where the virtual arena needs to engage students in experiences that can carryover to "real life." For us, "realism" is focused on the behaviors of enemy combatants in the virtual world, and the definition of that reality needs to address questions like: Do the enemies hide from you? Where? How well? What weapons do they choose? How accurately do they aim? How fast can they shoot? Are they familiar with the tactics you and your team members use most often? Are they acting rationally given current conditions in terms of visibility, noise, and obstacles? In this paper we describe the system we are building: design choices, authoring concepts, and tools.