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Integrating crowd-behavior modeling into military simulation using game technologyOld Dominion University, USA, fmckenzi{at}ece.odu.edu
University of Alabama in Huntsville, USA, pettym{at}uah.edu
GRIP Entertainment, Canada, paul.kruszewski{at}gripentertainment.com
Old Dominion University, USA, rgaskins{at}odu.edu
Old Dominion University, USA, qnguyen{at}werneranderson.com
Old Dominion University, USA, jseevinc{at}odu.edu
WernerAnderson, USA, eweisel{at}werneranderson.com Crowds of noncombatants play a large and increasingly recognized role in modern military operations and often create substantial difficulties for the combatant forces involved. However, realistic models of crowds are essentially absent from current military simulations. To address this problem, the authors are developing a crowd simulation capable of generating crowds of noncombatant civilians that exhibit a variety of realistic individual and group behaviors at differing levels of fidelity. The crowd simulation is interoperable with existing military simulations using a standard, distributed simulation architecture. Commercial game technology is used in the crowd simulation to model both urban terrain and the physical behaviors of the human characters that make up the crowd. The objective of this article is to present the design and development process of a simulation that integrates commercially available game technology with current military simulations to generate realistic and believable crowd behavior.
Key Words: AI commercial game technology Crowd Federate crowd modeling capability crowd models crowd simulation design development distributed simulation fidelity game AI human behavior models integration military simulation noncombatant crowds realism tactical training applications simulation architecture
This version was published on March
1, 2008 Simulation & Gaming, Vol. 39, No. 1,
10-38 (2008) This article has been cited by other articles:
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