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Authors: Mike Bourassa 1 ; Nacer Abdellaoui 1 and Glen Parkinson 2

Affiliations: 1 Defence R&D Canada Ottawa, Canada ; 2 Xplornet, Canada

Keyword(s): Artificial intelligence, Agent-based, Computer generated forces, Computer generated actors, Maslow’s hierarchy of needs, JADE, Synthetic environment, Modeling and simulation.

Related Ontology Subjects/Areas/Topics: Agent Models and Architectures ; Agents ; AI and Creativity ; Artificial Intelligence ; Bioinformatics ; Biomedical Engineering ; Cognitive Systems ; Computational Intelligence ; Enterprise Information Systems ; Evolutionary Computing ; Information Systems Analysis and Specification ; Methodologies and Technologies ; Model-Based Reasoning ; Operational Research ; Simulation ; Soft Computing ; Symbolic Systems

Abstract: This paper captures the initial stages of a research project into improving the decision making performance of simulated entities in Computer Generated Forces (CGF) software applications. To date, the decisions made by Artificial Intelligence (AI)-enhanced synthetic entities have demonstrated a limited ability to react to changes in the synthetic environment, to use sensor data as effectively as a human operator, or in general to impact the synthetic environment in a comparable manner to a human operator. This paper presents a survey of AI in both the video gaming industry and academic circles leading to the proposal of a new agent architecture that combines a traditional agent architecture with a psychological framework (Maslow’s Hierarchy of Needs) leading to the specification of a “Needs-based” agent. This paper also captures the initial design decisions on the construction of a prototype and identifies candidate technologies to advance the research to the next phase. It is propo sed that by combining the cognitive elements of the psychological framework with the behavioural emphasis of agents, synthetic entities in military and non-military simulations can produce better decisions and therefore exhibit more realistic behaviour which by ricochet will require less human intervention in simulation executions. (More)

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Paper citation in several formats:
Bourassa, M.; Abdellaoui, N. and Parkinson, G. (2011). AGENT-BASED COMPUTER-GENERATED-FORCES’ BEHAVIOUR IMPROVEMENT. In Proceedings of the 3rd International Conference on Agents and Artificial Intelligence - Volume 1: ICAART; ISBN 978-989-8425-41-6; ISSN 2184-433X, SciTePress, pages 273-280. DOI: 10.5220/0003187002730280

@conference{icaart11,
author={Mike Bourassa. and Nacer Abdellaoui. and Glen Parkinson.},
title={AGENT-BASED COMPUTER-GENERATED-FORCES’ BEHAVIOUR IMPROVEMENT},
booktitle={Proceedings of the 3rd International Conference on Agents and Artificial Intelligence - Volume 1: ICAART},
year={2011},
pages={273-280},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0003187002730280},
isbn={978-989-8425-41-6},
issn={2184-433X},
}

TY - CONF

JO - Proceedings of the 3rd International Conference on Agents and Artificial Intelligence - Volume 1: ICAART
TI - AGENT-BASED COMPUTER-GENERATED-FORCES’ BEHAVIOUR IMPROVEMENT
SN - 978-989-8425-41-6
IS - 2184-433X
AU - Bourassa, M.
AU - Abdellaoui, N.
AU - Parkinson, G.
PY - 2011
SP - 273
EP - 280
DO - 10.5220/0003187002730280
PB - SciTePress