Automating Behaviour Tree Generation for Simulating Troop Movements (Poster)

Gabriel Berthling-Hansen, Eivind Morch, R. A. Løvlid, Odd Erik Gundersen
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引用次数: 4

Abstract

Computer generated forces are simulated units that are used in simulation based training and decision support in the military. These simulations are used to help trainees build a mental model of how different scenarios could play out, and thus give them a better situation awareness when conducting operations in real life. The behaviour of these simulated units should be as realistic as possible, so that the lessons learned while simulating are applicable in real situations. However, it is time consuming and difficult to build behaviour models manually. Instead, we explore the possibility of applying machine learning to generate behaviour models from a set of examples. In this paper we present the results of our preliminary experiments on using machine learning for behaviour modelling. We implement a follow behaviour by using behaviour trees that are evolved using genetic algorithms. The fitness of the evolved behaviour trees have been evaluated by comparing them with a manually generated behaviour tree that implements the behaviour properly. The genetic algorithm converges to a tree that is very similar to the manually generated behaviour tree, suggesting that the method works. Further work is necessary to test whether this approach will work on more complex behaviours.
模拟部队行动的自动行为树生成(海报)
计算机生成的部队是用于军事模拟训练和决策支持的模拟单位。这些模拟是用来帮助受训者建立一个不同场景如何发生的心理模型,从而使他们在现实生活中进行行动时更好地了解情况。这些模拟单位的行为应该尽可能真实,这样在模拟过程中吸取的经验教训才能适用于实际情况。然而,手工构建行为模型既耗时又困难。相反,我们探索应用机器学习从一组示例中生成行为模型的可能性。在本文中,我们介绍了使用机器学习进行行为建模的初步实验结果。我们通过使用使用遗传算法进化的行为树来实现跟随行为。通过将进化的行为树与正确实现行为的手动生成的行为树进行比较,评估了进化行为树的适应度。遗传算法收敛到一个与人工生成的行为树非常相似的树,这表明该方法是有效的。需要进一步的工作来测试这种方法是否适用于更复杂的行为。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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