Adaptive Human Behavior Modeling for Air Combat Simulation

Jian Yao, Qiwang Huang, Weiping Wang
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引用次数: 9

Abstract

Military simulations, especially those for personnel training and equipment effectiveness analysis, require proper human behavior models (HBMs) to play blue or red. Traditionally, the HBMs are controlled through rule based scripts. However, the doctrine-driven behavior is rigid and predictable, and more often than not unable to adapt to new situations. In most cases, the subject matter experts (SMEs) review, re-design a large amount of HBM scripts for new scenarios or training tasks, which is challenging and time-consuming. Therefore, a study of using Grammatical Evolution (GE) to generate adaptive HBMs for air combat simulation is conducted in this work. Expert knowledge is encoded with modular behavior trees (BTs) for the compatibility with the operators in genetic algorithm (GA). GE maps HBMs represented with BTs to binary strings, and uses GA to evolve HBMs with the performance fed back from simulation. Beyond visual range air combat experiments between adaptive HBMs and none-adaptive baseline HBMs are conducted to study the evolutionary process. The experimental results show that the GE is an efficient framework to generate adaptive HBMs in BTs formalism and evolve them with GA.
面向空战仿真的自适应人的行为建模
军事模拟,特别是人员训练和装备效能分析,需要适当的人类行为模型(HBMs)来显示蓝色或红色。传统上,hbm是通过基于规则的脚本控制的。然而,教条驱动的行为是僵化和可预测的,而且往往无法适应新的情况。在大多数情况下,主题专家(sme)为新的场景或培训任务审查、重新设计大量的HBM脚本,这是具有挑战性和耗时的。因此,本文开展了利用语法演化(GE)生成空战仿真自适应HBMs的研究。为了与遗传算法中的算子兼容,采用模块化行为树对专家知识进行编码。GE将以bt表示的hbm映射到二进制字符串,并使用遗传算法根据仿真结果反馈性能对hbm进行进化。通过自适应弹道导弹与非自适应基线弹道导弹的超视距空战实验,研究了自适应弹道导弹的演化过程。实验结果表明,GE是一种有效的框架,可以在bt的形式中生成自适应的hbm,并通过遗传算法对其进行演化。
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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