An Experiment Adapting Adversarial Game Trees to Computer Generate Forces in Real Time, Dynamic, Asynchronous Environments

James Benslay and Vincent Brian Zurita

A game tree is described that operates in real time within a distributed virtual environment. Such an environment demonstrates asynchronous, highly dynamic qualities which are typically beyond the realm of adversarial game trees. The purpose of this game tree is to rapidly determine the best fighter aircraft maneuver to apply in a given situation involving the subject computer generated aircraft and a single opponent aircraft. The game tree uses fuzzy logic to describe and evaluate the spatial relationship between the two entities. A knowledge base of maneuvers is represented as matrices of three-dimensional points in space. Real time decisions are achieved by calculating a maximum allowable decision time which is dynamically constrained based on distance between entities. A variable look-ahead value models a variety of pilot performance capabilities. This game tree has been successfully tested in a subset of spatial combinations describing the positions and orientations of two opposing aircraft in a distributed virtual environment.

This page is copyrighted by AAAI. All rights reserved. Your use of this site constitutes acceptance of all of AAAI's terms and conditions and privacy policy.