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Simulation & Gaming
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Article

Integrating crowd behavior modeling into military simulation using game technology

Frederic D. McKenzie*, Mikel D. Petty, Paul A. Kruszewski, Ryland C. Gaskins, Quynh-Anh H. Nguyen, Jennifer Seevinck, and Eric W. Weisel

* To whom correspondence should be addressed. E-mail: fmckenzi{at}ece.odu.edu.


   Abstract
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.

First published on December 17, 2007, doi:10.1177/1046878107308092

Simulation & Gaming 2008;39:10.

A more recent version of this article appeared on March 1, 2008


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[Abstract] [PDF]