Title: Realism in Computer Generated Soldiers
1Realism in Computer Generated Soldiers
- Dr. Douglas Reece
- Soar Technology, Inc.
2Outline
- Context
- Virtual simulation for infantry
- Distributed simulation
- Realism Factors
- Situation awareness
- Sound
- Vision
- Short term memory
- Persistent mental models
- Long term memory
- Inferences
- Terrain awareness
- Collisions terrain
3Context
- Virtual simulation for military training,
research - Distributed Interactive Simulation
- Actions, animations limited for human and
computer controlled avatars - User defined scenarios
- Any mission
- Interoperate with any forces
- Free play
- (Now large databases (10s of km, 10ks of
buildings)) - Individual soldiers in teams, squads
- High intensity warfare
- Computer controlled threats
- and friendlies
- No conversation with threats
- You dont see too much of the threats
4Believability
- Many aspects of characters are iconic or absent
- Visual rendering
- Voice communication
- Gestures
- Want behavior that supports belief that an
intelligent threat is playing the entity - Avoid obviously stupid behavior that destroys
suspension of disbelief - Some of this is more/less subjective
5Team Target Engagement Simulator and CCH
AUTOMATED COMPUTER CONTROLLED HOSTILES (CCH)
6Distributed Warrior Network and DISAF
- US Army STRICOM project, 1996 99
VIC Bravo
VIC Alpha
VIC Charlie
Simulation Network
VIC Foxtrot (TTES)
Dismounted Infantry Semi Automated Forces (DISAF)
VIC Virtual Individual Combatant
7Game Observations
- Mostly tactical shooters, including Full
Spectrum Warrior
8Situation Awareness
- A bot looks unrealistically stupid when
- it isnt aware of something it obviously should
be, or - it forgets something critical
9Sound Detection
- Detect events that should be detected
- Gunfire
- Explosions
- Vehicles running
- Footsteps
- Important phenomenato model
- Sound level at listener
- f(Source level, attenuation)
- Direction information?
- Masking
10Effects of Sound Detection
- Hearing any sound from an entity detects entity
- Detection of gunfire and vehicle sound may
identify force (even if not visible) - Detection provides some location update (even if
not visible)
11Vision Detection
- Detection behavior to model
- Visual searchlooking around
- Detection with peripheral vision
- Looking at bogey
- Lighting contrast limitations to model
- Entering dark room from bright light
- Target in shadow surrounded by light
- Blinding from weapon and munition flash
(especially at night)
12Short Term Memory
- Remember what just happened
- I just detected a threat now Im turned away...
- I just detected threat now it moved out of sight
13Old Simulation Approach
- Remember threats that leave line of sight for
several seconds - But dont allow shot unless clear line of fire
- OK for threat that passes quickly behind obstacle
- Simple to implement, but
- Too committed for threats that dont reappear
- Forgets completely after timeout
14Better Memory Model
- Explicit state for unseen threats
Location Known
Location Unknown
Visible
?
?
15More Extensive Mental Models
- Instead of just detection state, extend to bigger
mental model - E.g. frame representing situation, with
observations filled in - Can use inferences, e.g. Bayes net, to fill in
other parts of frame - Dont just remember inferences or certainty
levels remember observations
16Long Term Memory
- What does an event mean? How does it affect
behavior? - Depends on longer term situation
- E.g. single gunshot from threat...what should the
change in behavior be? - Civilian, non-battlefield context...
- Battlefield, in friendly secured area...
- Battlefield, no shots in past hour...
- Battlefield, no shots in past 5 minutes...
- Battlefield, ongoing firefight...
- Example Guard detects intruder threat
- Unusual event
- Guard stays alerted for long time
- Guard force performs searches, alerts backup,
etc. until threat found
17Inferences
- Agents should make obvious inferences
- My buddy got shot gt theres an enemy
- My buddy is aiming his weapon gt enemy in that
direction - My buddy is looking in this direction gt may be a
threat there to look at
18Terrain Awareness
- Real soldiers use terrain as if their lives
depended on it (it does) - Body posture
- Selection of positions
- Movement
- They dont expose themselves to shoot
- Examples follow from USMC urban combat field
manual
19Terrain Use Examples
20Terrain Use Examples
21Terrain Use Examples
22Terrain Use Examples
23Terrain Use Examples
24Terrain Use Examples
25Terrain Use Examples
26Counterexample
27Challenges in Using Terrain
- Easier to simulate behavior mechanics without
using terrain - E.g. fire and maneuvermove in fixed geometry
- May take majority of effort of behavior
- Computationally expensive
- Requires simulating details
- Posture, body limb kinematics
- Intervisibility to body parts
- Fine motion control in world to position eyes,
weapon, body
28Example Terrain Analysis for Movement
- Movement using cover
- Controls posturestanding, prone
- Controls speedruns when exposed
- Uses A search over 1 meter grid
- Exposure cost is non-linear
- Quick exposures OK
- Longer exposures expensive
29Movement Using Cover and Concealment
30Terrain Collision/Penetration
- DWN user evaluation unrealistic because of body
parts penetrating walls - Weapons
- Avatar feet, when soldier dies or goes prone
- Can fix with sophisticated articulated model, rag
doll physics and kinematic constraints - But obstacles affect behavior
- Lift weapon instead of dragging it on wall
- Turn away from wall instead of falling into it
31Body Rotation to Avoid Falling Into Wall
- Soldier wants to go prone
- Behavior wants entity to fall prone
- Test for collision first
- If would collide, body refuses command from
behavior - Soldier entity killed (must fall)
- Test for collision
- If would collide, try rotating parallel to wall
- If still collides (corner), try moving away from
wall
32Conclusions
- Situation awareness, including history, is key
for realistic characters in military domain - Physiological models (vision, hearing)
- Physical models (terrain collision)