55 research outputs found

    Adaptive computer‐generated forces for simulator‐based training, Expert Systems with Applications

    Get PDF
    Simulator-based training is in constant pursuit of increasing level of realism. The transition from doctrine-driven computer-generated forces (CGF) to adaptive CGF represents one such effort. The use of doctrine-driven CGF is fraught with challenges such as modeling of complex expert knowledge and adapting to the trainees’ progress in real time. Therefore, this paper reports on how the use of adaptive CGF can overcome these challenges. Using a self-organizing neural network to implement the adaptive CGF, air combat maneuvering strategies are learned incrementally and generalized in real time. The state space and action space are extracted from the same hierarchical doctrine used by the rule-based CGF. In addition, this hierarchical doctrine is used to bootstrap the self-organizing neural network to improve learning efficiency and reduce model complexity. Two case studies are conducted. The first case study shows how adaptive CGF can converge to the effective air combat maneuvers against rule-based CGF. The subsequent case study replaces the rule-based CGF with human pilots as the opponent to the adaptive CGF. The results from these two case studies show how positive outcome from learning against rule-based CGF can differ markedly from learning against human subjects for the same tasks. With a better understanding of the existing constraints, an adaptive CGF that performs well against rule-based CGF and human subjects can be designed

    Centralized Versus Decentralized Team Coordination Using Dynamic Scripting

    Get PDF
    Computer generated forces (CGFs) must display realistic behavior for tactical training simulations to yield an effective training experience. Tradionally, the behavior of CGFs is scripted. However, there are three drawbacks, viz. (1) scripting limits the adaptive behavior of CGFs, (2) creating scripts is difficult and (3) it requires scarce domain expertise. A promising machine learning technique is the dynamic scripting of CGF behavior. In simulating air combat scenarios, team behavior is important, both with and without communication. While dynamic scripting has been reported to be effective in creating behavior for single fighters, it has not often been used for team coordination. The dynamic scripting technique is sufficiently flexible to be used for different team coordination methods. In this paper, we report the first results on centralized coordination of dynamically scripted air combat teams, and compare these results to a decentralized approach from earlier work. We find that using the centralized approach leads to higher performance and more efficient learning, although creativity of the solutions seems bounded by the reduced complexity

    Terrain Representation And Reasoning In Computer Generated Forces : A Survey Of Computer Generated Forces Systems And How They Represent And Reason About Terrain

    Get PDF
    Report on a survey of computer systems used to produce realistic or intelligent behavior by autonomous entities in simulation systems. In particular, it is concerned with the data structures used by computer generated forces systems to represent terrain and the algorithmic approaches used by those systems to reason about terrain

    Adaptive CGFs Based on Grammatical Evolution

    Get PDF
    Computer generated forces (CGFs) play blue or red units in military simulations for personnel training and weapon systems evaluation. Traditionally, CGFs are controlled through rule-based scripts, despite the doctrine-driven behavior of CGFs being rigid and predictable. Furthermore, CGFs are often tricked by trainees or fail to adapt to new situations (e.g., changes in battle field or update in weapon systems), and, in most cases, the subject matter experts (SMEs) review and redesign a large amount of CGF scripts for new scenarios or training tasks, which is both challenging and time-consuming. In an effort to overcome these limitations and move toward more true-to-life scenarios, a study using grammatical evolution (GE) to generate adaptive CGFs for air combat simulations has been conducted. Expert knowledge is encoded with modular behavior trees (BTs) for compatibility with the operators in genetic algorithm (GA). GE maps CGFs, represented with BTs to binary strings, and uses GA to evolve CGFs with performance feedback from the simulation. Beyond-visual-range air combat experiments between adaptive CGFs and nonadaptive baseline CGFs have been conducted to observe and study this evolutionary process. The experimental results show that the GE is an efficient framework to generate CGFs in BTs formalism and evolve CGFs via GA

    Co-Evolutionary Learning for Cognitive Computer Generated Entities

    Get PDF
    In this paper, an approach is advocated to use a hybrid approach towards learning behaviour for computer generated entities (CGEs) in a serious gaming setting. Hereby, an agent equipped with cognitive model is used but this agent is enhanced with Machine Learning (ML) capabilities. This facilitates the agent to exhibit human like behaviour but avoid an expert having to define all parameters explicitly. More in particular, the ML approach utilizes co-evolution as a learning paradigm. An evaluation in the domain of one-versus-one air combat shows promising results

    A Domain Independent Framework for Developing Knowledge Based Computer Generated Forces

    Get PDF
    Computer Generated Forces (CGFs) are important players in Distributed Interactive Simulation (DIS) exercises. A problem with CGFs is that they do not exhibit sufficient human behaviors to make their use effective. The SOAR approach has yielded a human cognitive model that can be applied to CGFs, but this is extremely complex. The product of the research reported in this thesis is a much less complex behavioral framework for a CGF that is easy to validate, revise, and maintain. To support this, an existing, domain independent CGF architecture is discussed and applied to an experimental CGF. Techniques for modeling the knowledge and behaviors of any CGF via semantic nets are presented. A process for transforming the semantic nets into fuzzy controllers is outlined, and pertinent issues regarding fuzzy controllers are discussed. Lastly, a method for making time critical decisions via fuzzy logic is presented

    Summary Of The Second Army DIS Data Call: Technical Report

    Get PDF
    Report identifying user requirements, such as operational needs and corresponding functional requirements, so that effective decisions can be made regarding ongoing DIS development and use

    INTEROPERABILITY FOR MODELING AND SIMULATION IN MARITIME EXTENDED FRAMEWORK

    Get PDF
    This thesis reports on the most relevant researches performed during the years of the Ph.D. at the Genova University and within the Simulation Team. The researches have been performed according to M&S well known recognized standards. The studies performed on interoperable simulation cover all the environments of the Extended Maritime Framework, namely Sea Surface, Underwater, Air, Coast & Land, Space and Cyber Space. The applications cover both the civil and defence domain. The aim is to demonstrate the potential of M&S applications for the Extended Maritime Framework, applied to innovative unmanned vehicles as well as to traditional assets, human personnel included. A variety of techniques and methodology have been fruitfully applied in the researches, ranging from interoperable simulation, discrete event simulation, stochastic simulation, artificial intelligence, decision support system and even human behaviour modelling

    Model-Based Systems Engineering Approach to Distributed and Hybrid Simulation Systems

    Get PDF
    INCOSE defines Model-Based Systems Engineering (MBSE) as the formalized application of modeling to support system requirements, design, analysis, verification, and validation activities beginning in the conceptual design phase and continuing throughout development and later life cycle phases. One very important development is the utilization of MBSE to develop distributed and hybrid (discrete-continuous) simulation modeling systems. MBSE can help to describe the systems to be modeled and help make the right decisions and partitions to tame complexity. The ability to embrace conceptual modeling and interoperability techniques during systems specification and design presents a great advantage in distributed and hybrid simulation systems development efforts. Our research is aimed at the definition of a methodological framework that uses MBSE languages, methods and tools for the development of these simulation systems. A model-based composition approach is defined at the initial steps to identify distributed systems interoperability requirements and hybrid simulation systems characteristics. Guidelines are developed to adopt simulation interoperability standards and conceptual modeling techniques using MBSE methods and tools. Domain specific system complexity and behavior can be captured with model-based approaches during the system architecture and functional design requirements definition. MBSE can allow simulation engineers to formally model different aspects of a problem ranging from architectures to corresponding behavioral analysis, to functional decompositions and user requirements (Jobe, 2008)
    • 

    corecore