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HumanBehaviorModelsforAgentsinSimulatorsandGames
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Human Behavior Models for Agents in Simulators and Games:
Part II – Gamebot Engineering with PMFserv
Barry G. Silverman, Ph.D., Gnana Bharathy, Kevin O’Brien, Jason Cornwell
Ackoff Center for Advancement of Systems Approaches (ACASA), Department of Electrical and Systems Engineering, University of Pennsylvania, Philadelphia, PA 19104-6315, USA. e-mail: barryg@
ABSTRACT
Many producers and consumers of legacy training simulator and game environments are beginning to envision a new era where psych-socio-physiologic models could be inter-operated to enhance their environments simulation of human agents. This article explores whether we could embed our behavior modeling framework (described in Part I) behind a legacy first person shooter 3-D game environment to recreate portions of the Black Hawk Down scenario. Section One amplifies on the inter-operability needs and challenges confronting the field, presents the questions that are examined, and describes the test scenario. Sections 2 and 3 review the software and knowledge engineering methodology, respectively, needed to create the system and populate it with bots. Results (Section 4) and discussion (Section 5) reveal that we were able to generate plausible and adaptive recreations of Somalian crowds, militia, women acting as shields, suicide bombers, and more. Also, there are specific lessons learned about ways to advance the field so that such inter-operabilities will become more affordable and widespread.
Keywords: human behavior models; culture and emotions; simulator and agent interoperability; composability
1) Introduction
Today’s world is on the verge of an era of ubiquitous agents – autonomous characters that assist in all endeavors at work, at home, online, in games, and in social settings. Yet today’s agents are too easily perceived as mechanistic automatons, causing users to experience frustration, inappropriate expectations, and/or failures of engagement and training. Reliable pa
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