Table of Contents


Statement of the Problem

The Simulation Environment

Methods of Research

Human-Level AI’s Killer Application Interactive Computer Games. Laird; van Lent (2001)

Tricks of the Windows Game Programming Gurus. André LaMothe

Game Programming Gems. Edited by Mark DeLoura, 2000

Artificial Intelligence in Games: A Review. Sweetser (2002)

Qualitative Spatial Interpretation of Course-of-Action Diagrams. Ferguson; Rasch, Jr; Turmel; Forbus (2000)

Enhanced Military Decision Modeling Using a MultiAgent System Approach. Sokolowski (2003)

Pathfinding, Strategic, Tactical, and Terrain Analysis: A Look at Artificial Intelligence in Real Time Strategy Games. Fisher (2001)

Smart Moves: Intelligent Pathfinding. Stout (1996)

Tactical Movement Planning for Individual Combatants. Reece; Kraus; Dumanoir (2001)

A Bayesian Network Representation of a Submarine Commander. Yu (2003)

Strategy and Tactics in Military WarGames: The Role and Potential of Artificial Intelligence. Veale (1997?)

Lecture I: Introduction to WarGaming

Lecture II: Movement, Terrain and Visibility

Lecture III: Modeling Combat and Predicting Losses

Lecture IV: Modeling Fatigue and Morale

Lecture V: Ancient Masters — how much algorithmic content can we find in Sun Tzu's "The Art of War"?

Fabulous Graduate Research Topics in CGF, Improving the Army Graduate Program; Marshall; Argueta; Harris; Law; Rieger (2001)

Army Digitization Overview for NDIA. Balough (2000)

DoD Modeling and Simulation (M&S) Glossary

U. S. Army Field Manual FM 101-5: Staff Organization And Operations.

U. S. Army Field Manual FM 34-130: Intelligence Preparation of the Battlefield.

Computing Machinery And Intelligence; Turing (1950)

Do We Really Want Computer Generated Forces That Learn? Petty (2001)

Realtime Initialization of Planning and Analysis Simulations Based on C4ISR System Data. Furness; Isensee; Fitzpatrick (2002)

Representing Computer Generated Forces Behaviors Using eXtensible Markup Language (XML) Techniques. Lacy; Dugone (2001)

Moneyball: The Art of Winning an Unfair Game. Michael Lewis (2003)

Heterogeneous Agent Operations in JWARS. Burdick; Graf; Huynh; Grell; MacQueen; Argo; Bross; Prince; Johnson; Blacksten (2003)

The Representation and Storage of Military Knowledge to Support the Automated Production of CGF Command Agents. Allsopp; Harrison; Sheppard (2001)

Variability in Human Behavior Modeling for Military Simulations. Wray; Laird (2003)

An Intelligent Action Algorithm for Virtual Human Agents. Undeger; Isler; Ipekkan (2001)

Terrain Analysis in Realtime Strategy Games. Pottinger (2001?)

An Exploration into Computer Games and Computer Generated Forces. Laird (2001)

A Modified Naive Bayes Approach for Autonomous Learning in an Intelligent CGF. Chia; Williams (2003)

Modeling Cooperative, Reactive Behaviors on the Battlefield with Intelligent Agents. Ioerger, Volz; Yen (2001)
  and
A Distributed Intelligent Agent Architecture for Simulating Aggregate-Level Behavior and Interactions on the Battlefield. Zhang, Biggers, He, Reddy, Sepulvado, Yen, Ioerger (2001)

Modeling Adaptive, Asymmetric Behaviors. Bloom (2003)

Developing an Artificial Intelligence Engine. van Lent; Laird (1999)

Agent Based Toolkit for Intelligent Model Development. Napierski; Aykroyd; Jacobs; White; Harper (2003)

CIANC3: An Agent-Based Intelligent Interface for Future Combat Systems Command and Control. Wood; Zaientz; Beard; Frederiksen; Huber (2003)

Game AI: The State of the Industry, Part One. Woodcock (2000)

Game AI: The State Of The Industry, Part Two. Pottinger; Laird (2000)

Computer Player AI: The New Age. Pottinger (2003) in July 2003

Sketching for Military Courses of Action Diagrams. Forbus; Usher; Chapman (2003)

Calculi for Qualitative Spatial Reasoning; Cohn (1996)

Describing Topological Relations With Voronoi-Based 9-Intersection Model. Chen; Li; Li; Gold (1998)

How Qualitative Spatial Reasoning Can Improve Strategy Game AIs. Forbus; Mahoney; Dill (2000)

Potential of Qualitative Spatial Reasoning in Strategy Games. Chew (2002)

Commander Behavior and Course of Action Selection in JWARS. Vakas; Prince; Blacksten; Burdick (2001)

PC Games: A Testbed for Human Behavior Representation Research and Evaluation. Biddle; Stretton; Burns (2003)

A Method for Incorporating Cultural Effects into a Synthetic Battlespace. Mui; LaVine; Bagnall; Sargent (2003)

A Methodology for Modeling and Representing Expert Knowledge that Supports Teaching-Based Intelligent Agent Development. Bowman; Tecuci; Boicu (2000)

JWARS OUTPUT ANALYSIS; Blacksten; Jones; Poumade; Osborne; Stone (2001)

AI Middleware: Getting into Character; Part 1 - BioGraphic Technologies' AI.implant; Dybsand (2003)

AI Middleware: Getting into Character; Part 2 - MASA's DirectIA; Dybsand (2003)

AI Middleware: Getting into Character; Part 3 - Criterion's Renderware AI 1.0; Dybsand (2003)

Other Papers of Interest

Conclusions



Copyright© 2007 — D. Ezra Sidran — Scarab Industries

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