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A Game-Based COTS System for Simulating Intelligent 3D Agents

Author: Dr. Paul A. Kruszewski

Military operations are increasingly urban and individual-warrior in nature and, as such, MOUT-based MS&T applications have greater demands placed on them for realistic and accurate real-time simulation of individual human agents operating in complex 3D urban environment. This is a task for which traditional SAFs were never designed and hence perform poorly at them. Using the latest in computer gaming techniques, we present a commercial system for individual-level human simulation that is scalable to hundreds of people in real-time with a particular focus on the realistic inter-city navigation: one of the hardest components of visual individual life-form simulation.

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Crowd Modeling for Military Simulations Using Game Technology

Authors: Frederic D. McKenzie, Mikel D. Petty, Dr. Paul A. Kruszewski, Ryland C. Gaskins, Quynh-Anh H. Nguyen, Jennifer Seevinck, and Eric W. Weisel

Crowds of non-combatants play a large and increasingly recognized role in modern military operations, and often create substantial difficulties for the combatant forces involved. However, realistic models of crowds are essentially absent from current military simulations. To address this problem we are developing a crowd simulation capable of generating crowds of non-combatant civilians that exhibit a variety of realistic individual and group behaviors at differing levels of fidelity. The crowd simulation is interoperable with existing military simulations using a standard distributed simulation architecture. Commercial game technology is utilized in the crowd simulation to model both urban terrain and the physical behaviors of the human characters that make up the crowd. The objective of this paper is to present the process involved with the design and development of a simulation that integrates commercially available game technology with current military simulations in order to generate realistic and believable crowd behavior.

This whitepaper was written by authors from the following organizations: Virginia Modeling Analysis & Simulation Center, Presagis, Inc., and WernerAnderson, Inc.

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A game-AI derived general scalable model for life-form simulation in MOUT-based applications

Author: Dr. Paul A. Kruszewski

Military operations are increasing urban and individual warrior in nature and as such MOUT-based MS&T applications have greater demands placed on them for realistic and accurate real-time simula-tion of individual human entities operating in complex 3D urban environment. This is a task for which traditional SAFs were never designed and at hence perform poorly at them. Using the latest in computer gaming techniques and technology, we present a general model for individual-level human simulation that is scalable in thousands of people in real-time with a particular focus on the realistic intercity navigation: one of the hardest components of visual individual life-form simulation.

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