AGENT-BASED COMPUTER-GENERATED-FORCES' BEHAVIOUR IMPROVEMENT

被引:0
|
作者
Bourassa, Mike [1 ]
Abdellaoui, Nacer [1 ]
Parkinson, Glen [2 ]
机构
[1] Def R&D Canada Ottawa, 2701 Carling Ave, Ottawa, ON K1A 0Z4, Canada
[2] Xplornet, 2835 Ashton Stn Rd, Ottawa, ON K0A 1B0, Canada
关键词
Artificial intelligence; Agent-based; Computer generated forces; Computer generated actors; Maslow's hierarchy of needs; JADE; Synthetic environment; Modeling and simulation;
D O I
暂无
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
This paper captures the initial stages of a research project into improving the decision making performance of simulated entities in Computer Generated Forces (CGF) software applications. To date, the decisions made by Artificial Intelligence (AI)-enhanced synthetic entities have demonstrated a limited ability to react to changes in the synthetic environment, to use sensor data as effectively as a human operator, or in general to impact the synthetic environment in a comparable manner to a human operator. This paper presents a survey of AI in both the video gaming industry and academic circles leading to the proposal of a new agent architecture that combines a traditional agent architecture with a psychological framework (Maslow's Hierarchy of Needs) leading to the specification of a "Needs-based" agent. This paper also captures the initial design decisions on the construction of a prototype and identifies candidate technologies to advance the research to the next phase. It is proposed that by combining the cognitive elements of the psychological framework with the behavioural emphasis of agents, synthetic entities in military and non-military simulations can produce better decisions and therefore exhibit more realistic behaviour which by ricochet will require less human intervention in simulation executions.
引用
收藏
页码:273 / 280
页数:8
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