2014
DOI: 10.1007/978-3-319-07455-9_46
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Dynamic Scripting with Team Coordination in Air Combat Simulation

Abstract: Abstract. Traditionally, behavior of Computer Generated Forces (CGFs) is controlled through scripts. Building such scripts requires time and expertise, and becomes harder as the domain becomes richer and more life-like. These downsides can be reduced by automatically generating behavior for CGFs using machine learning techniques. This paper focuses on Dynamic Scripting (DS), a technique tailored to generating agent behavior. DS searches for an optimal combination of rules from a rule base. Under the assumption… Show more

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Cited by 17 publications
(8 citation statements)
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“…Over the years, there have been several attempts at using machine learning techniques for building behavior models for computer generated forces. Some approaches that have been studied are evolutionary algorithms [40][41][42], neural networks [43][44][45][46] and dynamic scripting [47][48][49], a technique originally developed for computer games. Still, the studied techniques have not been mature enough to include in commercial CGF software [9].…”
Section: Related Workmentioning
confidence: 99%
“…Over the years, there have been several attempts at using machine learning techniques for building behavior models for computer generated forces. Some approaches that have been studied are evolutionary algorithms [40][41][42], neural networks [43][44][45][46] and dynamic scripting [47][48][49], a technique originally developed for computer games. Still, the studied techniques have not been mature enough to include in commercial CGF software [9].…”
Section: Related Workmentioning
confidence: 99%
“…The most often-used tactics representations are rule-set, decision tree, and finite state machine (FSM). These are criticized for their defects in practice 10,11,12 , such as the inability to scale up in the complex domain, the difficulties for SMEs to understand and reuse tactic scripts, and the tedious scripting.…”
Section: Related Workmentioning
confidence: 99%
“…This process continued until a reliable script is reached. Both single player and coordinate team behaviors created by dynamic scripting were tested in [14,15]. Teng et al proposed FALCON [16] architecture based on self-organizing neural network to evolve strategies in 1-v-1 dogfight training simulation.…”
Section: Related Workmentioning
confidence: 99%