Browse > Article
http://dx.doi.org/10.9709/JKSS.2011.20.1.069

A Study for Autonomous Intelligence of Computer-Generated Forces  

Han, Chang-Hee (육군사관학교 전자정보학과)
Cho, Jun-Ho (리얼타임비쥬얼(주))
Lee, Sung-Ki (국방과학연구소)
Abstract
Modeling and Simulation(M&S) technology gets an attention from various parts such as industry and military. Especially, military uses the technology to cope with a different situation from the one in the Cold War and maximize the effect of training against the cost in the new environment. In order for the training based on M&S technology to be effective, the situations of a battlefield and a combat must be more realistically simulated. For this, a technique development on Computer-Generated Forces(CGF) which represents a unit's simulation logic and a human's simulated behaviors is focused. The CGF simulating a human's behaviors can be used in representing an enemy force, experimenting behaviors in a future war, and developing a new combat idea. This paper describes a methodology to accomplish Computer-Generated Forces' autonomous intelligence. It explains the process of applying a task behavior list based on the METT+T element onto CGFs. On the other hand, in the domain knowledge of military field manual, fuzzy facts such as "fast" and "sufficient" whose real values should be decided by domain experts can be easily found. In order to efficiently implement military simulation logics involved with such subjectivity, using a fuzzy inference methodology can be effective. In this study, a fuzzy inference methodology is also applied.
Keywords
Computer-Generated Forces(CGF); Task-based Behavior; Rule-based System; LVC Integration Simulation; METT+T;
Citations & Related Records
연도 인용수 순위
  • Reference
1 J. Laird and M. van Lent, "Human Level AI's Killer Application: Interactive Computer Games", AI Magazine, vol. 22, Issue 2, 2001 Summer.
2 J. Laird, A. Newell, and P.S. Rosenbloom, "SOAR: An Architecture for General Intelligence", Artificial Intelligence 33:1-34. 1987.   DOI   ScienceOn
3 R. Ford, J. Shockley, M. Beebe, M. Faust, G. Lucha, M. Johnson, and J. Bernatz, "The Joint Training Experimentation Program: Lessons Learned from the First Demonstration", Simulation Interoperability Workshop, 03F-SIW-058, September 2003.
4 M. Tambe, "Implementing Agent Teams in Dynamic Multiagent Environments", ICMAS, 1996.
5 U. Dompke, "Computer Generated Forces - Background, Definition, and Basic Technologies", RTO SAS Lecture Series RTO-EN-017, 2001.
6 R. Jacobs and P. Brooks, "Computer Generated Forces Future Needs", NATO Research&Technology Organization Studies, 2003.
7 W. Swartout, R. Hill, J. Gratch, L. Johnson, C. Kyriakakis, C. LaBore, R. Lindheim, S. Marsella, D. Miraglia, B. Moore, J. Morie, J. Rickel, M. Thiebaux, L. Tuch, R. Whitney, and J. Douglas, "Toward the Holodeck: Integrating Graphics, Sound, Character and Story", In Proceedings of the Fifth International Conference on Autonomous Agents, Montreal, Canada, 2001 May 28 - June 1.
8 D. Reece, M. Kraus, and P. Dumanoir, "Tactical Movement Planning for Individual Combatants", In Proceedings of the 9th Conference on Computer Generated Forces and Behavior Representation, Orlando, FL, 2000.
9 R. Evertsz, M. Redrotti, P. Busetta, and H. Acar, "Populating VBS2 with Realistic Virtual Actors", BRIMS, 2009.
10 B.J. Best and C. Lebiere, "Spatial Plans, Communication, and Teamwork in Synthetic MOUT Agents". BRIMS, 2003.
11 J. Laird, "It Knows What you Are Going To Do: Adding Anticipation to a Quakebot", In Proceedings of the 5th International Conference on Autonomous Agents, Montreal, Canada, 2001 May 28-June 1.
12 이종호, "모델링 및 시뮬레이션 이론과 실체" 21세기군사연구소, pp. 398, 2008.