• DocumentCode
    1622740
  • Title

    Enhancing behavioral fidelity within distributed virtual environments

  • Author

    Banks, Sheila B. ; Santos, Eugene, Jr. ; Stytz, Martin R.

  • Author_Institution
    Air Force Inst. of Technol., Wright-Patterson AFB, OH, USA
  • fYear
    1997
  • Firstpage
    514
  • Lastpage
    521
  • Abstract
    For a computer generated force (CGF) application to be useful in training environments, it must exhibit complex, realistic behavior within the battlespace. To achieve this level of fidelity, it must operate at multiple skill levels and exhibit competency at assigned missions. CGF applications must also have adaptable decisions mechanisms and behaviors even when operating under uncertainty and the application must learn from past experience. Furthermore, simply correct performance of individual entity behaviors is not sufficient. Issues related to complex inter entity behavioral interactions, such as the need to maintain formation and share information, must also be considered. To achieve these necessary capabilities, an extensible software architecture, an expandable knowledge base, and an adaptable decision making mechanism are required. Our labs have addressed these issues in the context of the Automated Wingman (AW) project. The AW is based on fuzzy logic, the Common Object DataBase (CODE) software architecture, and hierarchical knowledge structure. Decision making is founded on multi layered, fuzzy logic controlled situational analyses combined with adversarial game tree techniques
  • Keywords
    computer aided instruction; decision support systems; distributed processing; fuzzy logic; fuzzy set theory; inference mechanisms; knowledge based systems; military computing; object-oriented databases; training; user modelling; virtual reality; Automated Wingman project; CGF applications; Common Object DataBase software architecture; adaptable decision making mechanism; adaptable decisions mechanisms; adversarial game tree techniques; battlespace; behavioral fidelity; complex inter entity behavioral interactions; complex realistic behavior; computer generated force application; correct performance; distributed virtual environments; expandable knowledge base; extensible software architecture; fuzzy logic; hierarchical knowledge structure; individual entity behaviors; multi layered fuzzy logic controlled situational analyses; skill levels; training environments; Aircraft; Application software; Computer architecture; Decision making; Fuzzy logic; Humans; Military computing; Software architecture; Uncertainty; Virtual environment;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Tools with Artificial Intelligence, 1997. Proceedings., Ninth IEEE International Conference on
  • Conference_Location
    Newport Beach, CA
  • ISSN
    1082-3409
  • Print_ISBN
    0-8186-8203-5
  • Type

    conf

  • DOI
    10.1109/TAI.1997.632298
  • Filename
    632298