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Hierarchical task network prototyping in Unity3D

Authors: Miller, David;

Hierarchical task network prototyping in Unity3D

Abstract

The Combined Arms Analysis Tool for the 21st Century, or COMBATXXI, is the primary analytical combat simulation model in use by the Marine Corps' Operations Analysis Division (OAD) and the Army's Training and Doctrine (TRADOC) Analysis Center for weapon system and force effectiveness analysis. The bottleneck in the COMBATXXI scenario production process is the behavior development process. Analytically useful scenarios demand complex and dynamic behaviors that react to the unique circumstances of the simulation's current state. Hierarchical Task Networks (HTN) are the state-of-the-art methodology in COMBATXXI used to describe dynamic behaviors. Although HTNs decrease the scenario development time, they are difficult to conceptualize, validate, and troubleshoot. The long iteration cycle is due, in part, to the complex development environment, the necessity of a large simulated infrastructure to test behaviors, and an inability to visually debug. Here we present a solution for prototyping HTNs by extending an existing commercial implementation of Behavior Trees within the Unity3D game engine prior to building the HTN in COMBATXXI. Existing HTNs were emulated within this prototyping environment to test transferability of the behaviors, and new HTNs were prototyped in Unity3d prior to being built in COMBATXXI as a proof of concept. Prototyping HTNs in a 3D development environment may prove useful by reducing the iteration time and improving the overall quality of the behaviors. The interactive nature of Unity3d reduces the iteration time, and the ability to rapidly test many different cases improves the quality of the behaviors.

Approved for public release; distribution is unlimited.

http://archive.org/details/hierarchicaltask1094549346

Captain, United States Marine Corps

Outstanding Thesis

Keywords

hierarchical task network, game engine, discrete event simulation, virtual environments, entity-level combat model, HTN, dynamic behaviors, behavior prototyping, agent-based simulation

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
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