Controlling Reasoning within Battlefield Simulation Agents

Jeremy W. Baxter and R. T. Hepplewhite

Computer Generated Forces (CGFs) are becoming increasingly important in battlefield simulations, in particular for reducing the number of operators required to control entities when training only a few military commanders. These entities must operate in a spatially and temporally continuous dynamic domain, react to any situation in a realistic but non-deterministic manner, using potentially uncertain information about the world. In order to operate large numbers of entities in real time tight constraints must be kept on the computational resources used. In this paper we describe thv resource control mechanisms available to us within the "SimAgent" tool-kit and give an example of one of the anytime search techniques we have used to ensure decisions can be made within the available resources.

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