Computer-based instruction: design and development
Computer-based instruction: design and development
Knowledge engineering and management: the CommonKADS methodology
Knowledge engineering and management: the CommonKADS methodology
Simulation for the Social Scientist
Simulation for the Social Scientist
Object-Oriented Software Engineering: A Use Case Driven Approach
Object-Oriented Software Engineering: A Use Case Driven Approach
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Human behavior models for agents in simulators and games: part I: enabling science with PMFserv
Presence: Teleoperators and Virtual Environments
Controlling individual agents in high-density crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Modeling factions for "effects based operations": part I--leaders and followers
Computational & Mathematical Organization Theory
Human terrain data: what should we do with it?
Proceedings of the 39th conference on Winter simulation: 40 years! The best is yet to come
Modeling factions for `effects based operations', part II: behavioral game theory
Computational & Mathematical Organization Theory
An embeddable testbed for insurgent and terrorist agent theories: InsurgiSim
Intelligent Decision Technologies
Coordination, Organizations, Institutions and Norms in Agent Systems IV
A framework of evaluating partitioning mechanisms for agent-based simulation systems
SpringSim '09 Proceedings of the 2009 Spring Simulation Multiconference
Intelligent Decision Technologies - Engineering and management of IDTs for knowledge management systems
Crowd modeling and simulation technologies
ACM Transactions on Modeling and Computer Simulation (TOMACS)
A human-in-the loop approach for representing populations in virtual and constructive simulations
SpringSim '10 Proceedings of the 2010 Spring Simulation Multiconference
Guiding user adaptation in serious games
Agents for games and simulations II
Evoking panic in crowd simulation
Transactions on edutainment VI
Emerging M&S challenges for human, social, cultural, and behavioral modeling
SCSC '09 Proceedings of the 2009 Summer Computer Simulation Conference
Organizing scalable adaptation in serious games
AEGS'11 Proceedings of the 2011 international conference on Agents for Educational Games and Simulations
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Many producers and consumers of legacy training simulator and game environments are beginning to envision a new era where psycho-socio-physiologic models could be interoperated to enhance their environments' simulation of human agents. This paper explores whether we could embed our behavior modeling framework (described in the companion paper, Part I) behind a legacy first person shooter 3D game environment to recreate portions of the Black Hawk Down scenario. Section I amplifies the interoperability needs and challenges confronting the field, presents the questions that are examined, and describes the test scenario. Sections 2 and 3 review the software and knowledge engineering methodology, respectively, needed to create the system and populate it with bots. Results (Section 4) and discussion (Section 5) reveal that we were able to generate plausible and adaptive recreations of Somalian crowds, militia, women acting as shields, suicide bombers, and more. Also, there are specific lessons learned about ways to advance the field so that such interoperabilities will become more affordable and widespread.