| Jones, R. M., J. E. Laird, P. E. Neilson, K. J. Coulter, P. Kenny, and F. V. Koss. Automated Intelligent Pilots for Combat Flight Simulations. AI Magazine, 20(1):27. |
....such models have not been used in computer games, a number of architectures for creating realistic characters have been developed in other settings. Some of the more important research efforts include (Caicedo, 2000) work using the SOAR system for simulated battle agents for the U.S. military (Jones, 1999) and the Oz project based on interactive drama (Mateas, 1997) As part of its work towards applying sophisticated AI techniques to the challenges involved in modern computer games, the TCD Game AI project has examined these architectures and developed the Proactive Persistent Agent (PPA) ....
R. M. Jones, J. Laird, P. E. Nielsen, K. Coulter, P. Kenny and F. Koss, "Automated Intelligent Pilots for Combat Flight Simulation", AI Magazine , Spring 1999, Vol. 20, No. 1, pp. 27-42.
....http: acs.ist.psu.edu papers avraamidesR02.pdf large scale simulation exercises in which many of the entities involved can be driven by Soar models instead of human users. For example, up to 3,700 computergenerated forces were involved as both friendly and enemy entities in the Stow 97 exercise [6]. While using cognitive models to either answer psychological questions or to replace human users provides great advantages, serious problems have been identified as well. One of the problems is the limited reuse of cognitive models. It seems fair to say that cognitive models are not typically ....
....sense to evaluate the way the various types of information are presented, we have employed subjectmater experts from fields that relate to the nature of information contained in the interface. We believe that this approach is preferred over relying on common sense and we agree with Jones et al. [6] in that . what is common sense to an experienced pilot is quite different from the common sense of an AI researcher (p. 8) 2.2. The Situation Awareness Panel The Situation Awareness Panel is a graphical tool that enables the user of the JSAF simulation to observe a Soar agents ....
Jones, R. M., Laird, J. E., Nielsen, P. E., Coulter, K. J., Kenny, P., and Koss, F. V.: Automated intelligent pilots for combat flight simulation. AI Magazine, Vol. 20, pp. 27-41, 1999.
....the Soar cognitive architecture [22, 17] simulate the behavior of military personnel in fixed wing aircraft missions. TacAir Soar was successfully used in Stow 97, a large scale simulation exercise in which up to 3,700 computer generated forces were involved as both friendly and enemy entities [14]. A next step for all of these models is to include more aspects of human behavior. 3. Behavior Moderators We are using the term behavior moderators to refer to those variables that affect human performance in a given task. Furthermore, we adopt Pew and Mavor s ( 28] chapter 9) taxonomy for ....
Jones, R. M., Laird, J. E., Nielsen, P. E., Coulter, K. J., Kenny, P., and Koss, F. V.: Automated intelligent pilots for combat flight simulation. AI Magazine, Vol. 20, pp. 27-41, 1999.
....decisions for agents based on this knowledge. However, it useful to point out that this approach differs significantly from many other approaches to intelligent agent design. Many of these other approaches are based explicitly on a goal regression or a more general planning architecture [11,12]. Such methods require knowledge of the actions the agent can take, and then specifically take advantage of an explicit specification of post conditions or effects of actions to select sequences of actions that will achieve their goals [13] This is much harder to express in a domain where tasks ....
Jones, R.J., Laird, J.E., Nielsen, P.E., Coulter, J., Kenny, P., and Koss, F.V. (1999). Automated Intelligent Pilots for Combat Flight Simulation. AI AIagazine, 20(1):27-41.
....minimum response time required so the proof would only show that the system could fail in the worst case. Architectures such as CYPRESS [71] and SOAR [40] have demonstrated the ability to succeed in real time environments, including SOAR s success during a variety of military simulation exercises [34] and the world of RoboCup [69] Both architectures combine efficiency with flexibility by using a reactive plan execution system whenever a response is available and by performing dynamic planning (subgoaling) otherwise. However, neither explicitly reasons about task deadlines or worst case ....
R. Jones, J. Laird, and P. Nielsen, Automated Intelligent Pilots for Combat Flight Simulation, in: Proceedings of the Tenth Conference on Innovative Applications of Artificial Intelligence, Madison, Wisconsin, (1998) 1047-1054.
....and maintained through communication protocols. Another framework for modeling teams is through SharedPlans, via intentions to do certain steps together [Grosz and Kraus, 1996] These approaches have been shown to be effective for simulating teamwork in a wide range of agent only environments [Jones et al., 1999; Tidhar et al. 1998; Stone and Veloso, 1999] However, these existing multi agent teamwork models have not been designed for supporting mixed human agent teams. Having humans in the loop places an additional constraint on the agents, such that they must interact with teammates in a natural ....
Jones, R., Laird, J., Nielson, P., Coulter, K., Kenny, P., and Koss, F. Automated intelligent pilots for combat flight simulation. AI Magazine, 20(1):27-41, 1999.
....although this worst case scenario might not even be possible given initial problem conditions. Architectures such as CYPRESS [28] and SOAR [19] have demonstrated the ability to succeed in real time environments, including the recent SOAR success during an extensive military simulation exercise [17]. These systems combine efficiency with flexibility by using a reactive plan execution system whenever a response is available and by performing dynamic planning (subgoaling) otherwise. However, neither explicitly reasons about task deadlines or worst case resource utilization, so they fall under ....
R. Jones, J. Laird, and P. Nielsen, Automated Intelligent Pilots for Combat Flight Simulation, in: Proceedings of the Tenth Conference on Innovative Applications of Artificial Intelligence, Madison, Wisconsin, (1998) 1047-1054.
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R. M. Jones, J. E. Laird, P. E. Nielsen, K. J. Coulter, P. Kenny, and F. V. Koss. Automated intelligent pilots for combat flight simulation. AI Magazine, 20(1):27--42, 1999.
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R. M. Jones, J. E. Laird, P. E. Nielsen, K. J. Coulter, P. Kenny, and F. V. Koss. Automated intelligent pilots for combat flight simulation. AI Magazine, 20(1):27--42, 1999.
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Jones, R. M., Laird, J. E., Nielsen, P. E., Coulter, K. J., Kenny, P., & Koss, F. V. (1999). Automated intelligent pilots for combat flight simulation. AI Magazine, 20(1), 27-41.
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R. M. Jones, J. E. Laird, P. E. Nielsen, K. J. Coulter, P. Kenny and F. V. Koss. Automated intelligent pilots for combat flight simulation. AI Magazine. Spring, 1999.
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Randolph M. Jones, John E. Laird, Paul E. Nielsen, Karen J. Coulter, Patrick Kenny, Frank V. Koss: "Automated Intelligent Pilots for Combat Flight Simulation". AI Magazine, Vol. 20, pp. 27-42, 1999.
....commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and or a fee. techniques we used to successfully model the behavior of military pilots [1, 6]. However, as we developed the Quakebot, we found that improving the behavior of the bot required more and more specialized tactics. In addition, when we presented our work to game developers, they invariably asked, Does it anticipate the human players actions If it did, that would be really ....
....rules fire. 5. Output: All queued output commands, such as turn, move, or shoot, are sent to the motor system. The Soar Quakebot is designed based on the principles developed for controlling robots using Soar [4] and then extended in our work on simulating military pilots in training simulations [1]. Below is a list of the main tactics the Quakebot uses. These are implemented across the top level operators. Excluding the anticipation capability, the current Soar Quakebot has 100 operators, of which 20 have substates, and 715 rules. Collect powerups . Pick up items based on their spawn ....
Jones, R.M., Laird, J.E., Nielsen, P.E., Coulter, K.J., Kenny, P.G., and Koss, F.V. (1999) Automated Intelligent Pilots for Combat Flight Simulation, AI Magazine, 20(1), 27-42.
....uses Soar (Laird et al. 1987) as its underlying AI engine. The Soar Quakebot is designed based on the principles developed early on for controlling robots using Soar (Laird and Rosenbloom 1990) and then extended in our research on simulating military pilots in large scale distributed simulations (Jones, et al. 1999). All the knowledge for playing the game, including constructing and using the internal map, is encoded in Soar rules. The Soar Quakebot evaluated in this paper has 100 operators, of which 20 have substates, and 715 rules. The underlying Quake II game engine updates the world ten times a second ....
Jones, R.M., Laird, J.E., Nielsen, P.E., Coulter, K.J., Kenny, P.G., and Koss, F.V. (1999) Automated Intelligent Pilots for Combat Flight Simulation, AI Magazine, 20(1), 27-42.
....that we can actually peek under the hood at the agents reasoning processes, and the various factors and mental states that lead to the agents external behavior. The Situational Awareness Panel (SAP) is a graphical user interface to aid in the observation, use, and development of TacAir Soar [1, 2, 3] intelligent agents that control simulated military aircraft. The SAP allows a human operator or engineer to view various representations of an intelligent agent s current perception, awareness, goals, and intentions during an exercise. Currently, the SAP includes four sub displays (see Figure 1) ....
R. M. Jones, J. E. Laird, P. E. Nielsen, K. J. Coulter, P. Kenny, & F. V. Koss: "Automated Intelligent Pilots for Combat Flight Simulation". AI Magazine, in press.
....games become more complex and consumers demand more sophisticated computer controlled opponents, game developers are required to place a greater emphasis on the artificial intelligence aspects of their games. Our experience developing intelligent air combat agents for DARPA (Laird and Jones 1998, Jones at al. 1999) has suggested a number of areas of AI research that are applicable to computer games. Research in areas such as intelligent agent architectures, knowledge representation, goal directed behavior and knowledge reusability are all directly relevant to improving the intelligent agents in computer ....
Jones, Randolph M., Laird, John E., Nielsen, Paul E., Coulter, Karen J., Kenny, Patrick. and Koss, Frank V. 1999. Automated Intelligent Pilots for Combat Flight Simulation. AI Magazine, 20(1):27-41.
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Jones, R. M., J. E. Laird, P. E. Neilson, K. J. Coulter, P. Kenny, and F. V. Koss. Automated Intelligent Pilots for Combat Flight Simulations. AI Magazine, 20(1):27.
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Randolph M. Jones, John E. Laird, Paul E. Nielsen, Karen J. Coulter, Patrick Kenny, and Frank V. Koss. Automated intelligent pilots for combat flight simulation. AI Magazine, Spring:27--41, 1999.
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Jones, R. M., Laird, J. E., & Nielsen, P. E. (1998). Automated intelligent pilots for combat flight simulation. Proceedings of the Tenth Annual Conference on Innovative Applications of Artificial Intelligence (pp. 1047-1054). Menlo Park, CA: AAAI Press.
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Jones, R. M., Laird, J. E., & Nielsen, P. E. (1998). Automated intelligent pilots for combat flight simulation. Proceedings of the Tenth Annual Conference on Innovative Applications of Artificial Intelligence (pp. 1047-1054). Menlo Park, CA: AAAI Press.
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R.M. Jones et al., "Automated Intelligent Pilots for Combat Flight Simulation," AI Magazine, Jan. 1999, pp. 27-42.
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R.M. Jones et al., " Automated Intelligent Pilots for Combat Flight Simulation," AI Magazine, Jan. 1999, pp.27-42.
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Jones, R. M., Laird, J. E., Nielsen, P. E., Coulter, K., Kenny, P., and Koss, F., "Automated Intelligent Pilots for Combat Flight Simulation," AI Magazine, Spring 1999, Vol. 20, No. 1, pp. 27-42.
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