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A Game-Based COTS System for Simulating Intelligent 3D Agents |
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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 |
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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 |
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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.
Register to read more >>
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