The authors have developed a movement behavior model for soldier agents who populate a virtual battlefield environment. Whereas many simulations have addressed human movement behavior before, none of them has comprehensively addressed realistic military movement at individual and unit levels. To design an approphate movement behavior model, they found it necessary to elaborate all of the requirements on movernent frorn the military tasks of interest; define a behavior architecture that encompasses all required movement tasks; select appropriate movement planning and control approaches in light of the requirements; and implement the planning and control algorithrns with novel enhancements to achieve satisfactory results. The breadth of requirements in this problern domain makes simple behavior architectures inadequate and prevents any single planning approach from easily accomplishing all tasks. In their behavior architecture, a hierarchy of tasks is distributed over unit leaders and unit mernbers. For movement planning we use an A* search algorithm, on a hybrid search space comprising a two-dimensional regular grid and a topological map; the plan produced is a series of waypoints annotated with posture and speed changes. Individuals control movernent with reactive steering behaviors. The result is a system that can realistically plan and execute a variety of unit and individual agent movement tasks on a virtual battlefield.
Movement behavior for soldier agents on a virtual battlefield
Bewegungsverhalten von Soldaten auf einem virtuellen Schlachtfeld
Presence ; 12 , 4 ; 387-410
2003
24 Seiten, 13 Bilder, 4 Tabellen, 35 Quellen
Article (Journal)
English
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