SOAR: an architecture for general intelligence
Artificial Intelligence
It knows what you're going to do: adding anticipation to a Quakebot
Proceedings of the fifth international conference on Autonomous agents
GameBots: a flexible test bed for multiagent team research
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
Layered Learning in Multiagent Systems: A Winning Approach to Robotic Soccer
Layered Learning in Multiagent Systems: A Winning Approach to Robotic Soccer
Old tricks, new dogs: ethology and interactive creatures
Old tricks, new dogs: ethology and interactive creatures
AI characters and directors for interactive computer games
IAAI'04 Proceedings of the 16th conference on Innovative applications of artifical intelligence
Synthetic adversaries for urban combat training
IAAI'04 Proceedings of the 16th conference on Innovative applications of artifical intelligence
SpringSim '10 Proceedings of the 2010 Spring Simulation Multiconference
International Journal of Computer Games Technology
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Generating human-like behaviors in a virtual warfare environment is still a challenging task to date. In this article, the authors present their work on the design of an artificial intelligence (AI) framework for the bots in military operations on urbanized terrain (MOUT) simulations.Their framework is designed to be flexible, extensible, integrable, and independent of simulation platforms. For fast prototyping, the AI framework is implemented on the Unreal Tournament (UT) game engine. A case study has been conducted that shows that the framework is effective and efficient in generating realistic bot behaviors in various combat scenarios.