DocumentCode
3498060
Title
Intelligent Battle Gaming Pragmatics with Belief Network Trees
Author
Looney, Carl G.
Author_Institution
Dept. of Comput. Sci. & Eng., Nevada Univ., Reno, NV
fYear
2006
fDate
38838
Firstpage
243
Lastpage
248
Abstract
The events in an evolving battlespace unfold under the partial control of adversarial commanders, who each attempt to force the situation into a favorable state according to their goals. The player here must match wits with a bot by using available resources and situation models to achieve a goal. Unlike checkers or chess, or characters acting out scripts, the current situations are not known with certainty but can only be estimated from associations and correlations with other uncertain data. Further, either side can make multiple moves without waiting for the other side to act, so timeliness is critical. The player selects a scenario, weapons, a goal and parameters to initialize such games. The adversarial bot starts with a set of rules that expand by experience using case-based reasoning. The philosophical and pragmatic approach taken here lays out a scheme for battle gaming, whether real or recreational, by means of a tree of belief networks to aid in the decision making at each move. This preliminary investigation precedes the future development of algorithms
Keywords
belief networks; case-based reasoning; computer games; trees (mathematics); belief network tree; case-based reasoning; intelligent battle gaming; Bridges; Explosives; Force control; Game theory; Intelligent networks; Intelligent sensors; Machine intelligence; Military computing; Missiles; Wireless sensor networks;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence and Games, 2006 IEEE Symposium on
Conference_Location
Reno, NV
Print_ISBN
1-4244-0464-9
Type
conf
DOI
10.1109/CIG.2006.311708
Filename
4100135
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