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
Additional contact information
Frederic D. McKenzie: Old Dominion University, USA, fmckenzi@ece.odu.edu
Mikel D. Petty: University of Alabama in Huntsville, USA, pettym@uah.edu
Paul A. Kruszewski: GRIP Entertainment, Canada, paul.kruszewski@gripentertainment.com
Ryland C. Gaskins: Old Dominion University, USA, rgaskins@odu.edu
Quynh-Anh H. Nguyen: Old Dominion University, USA, qnguyen@werneranderson.com
Jennifer Seevinck: Old Dominion University, USA, jseevinc@odu.edu
Eric W. Weisel: WernerAnderson, USA, eweisel@werneranderson.com
Simulation & Gaming, 2008, vol. 39, issue 1, 10-38
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.
Keywords: 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 (search for similar items in EconPapers)
Date: 2008
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Persistent link: https://EconPapers.repec.org/RePEc:sae:simgam:v:39:y:2008:i:1:p:10-38
DOI: 10.1177/1046878107308092
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