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This effort seeks to determine the applicability of
the behavior-authoring techniques of commercial computer
games to military training simulations. It is sponsored
by the U.S. Navy Office of Naval Research (ONR),
and is undertaken by BBN
Technologies.
Specifically, this project seeks to:
- Survey and evaluate the capabilities and
insights provided by the gaming industry in accordance
with their utility for military applications.
- Facilitate collaboration between behavior modelers
and game developers that will lead to a revolutionary
advance in modeling capabilities.
- Develop a proof-of-concept behavior modeling
tool derived from game techniques and technology.
- Synthetic Characters ("Bots")
- Modifiable Behaviors
- Application-Programmer Interfaces
- Other Authoring Tools
- Enhancements
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Graphic adapted from the BBN-produced,
U.S. Department of Defense training simulation DARWARS
Ambush! which is based on a commercial game engine
from Bohemia
Interactive. This engine was chosen for this application
in part because of its behavior-authoring capabilities.
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Commercial game developers have some of the same goals for the
simulation of human behaviors as do the developers of military training
applications, such as the need to create an immersive simulated
world, and to simulate human behavior. As advanced, high-resolution
graphics become commonplace, game developers are increasingly relying
on the quality of their "game AI" (i.e., behaviors of synthetic
entities) to distinguish their game from competitors [1].
At the same time, game developers have become increasingly concerned
with producing realistic and robust behaviors [2].
Game developers are interested in producing entities that are
more adaptive to new situations, harder to game, less predictable,
and more variable. Currently, the gaming community uses synthetic
entities to play a range of roles and makes use of well-crafted
scenarios to focus the user experience and highlight appropriate
behavioral capabilities while downplaying behavioral imperfections
and inadequacies. These needs and intentions for the development
of behaviors in synthetic entities are shared with the training
community.
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A
"smart environment," consisting of objects that prescribe
behavior, appears in the commercial game The
SimsTM. Such an approach could be employed in a military training
simulation, for example, whereby a soldier's equipment dictates
how the soldier is able to use it.
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