Paper
22 June 1999 Evolving tactics using levels of intelligence in computer-generated forces
Vincent William Porto, Michael Hardt, David B. Fogel, Kenneth Kreutz-Delgado, Lawrence J. Fogel
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Abstract
Simulated evolution on a computer can provide a means for generating appropriate tactics in real-time combat scenarios. Individual unit or higher-level organizations, such as tanks and platoons, can use evolutionary computation to adapt to the current and projected situations. We briefly review current knowledge in evolutionary algorithms and offer an example of applying these techniques to generate adaptive behavior in a platoon-level engagement of tanks where the mission of one platoon is changed on-the-fly. We also study the effects of increasing the intelligence of one side in a one-on-one tank engagement. The results indicate that measured performance increases with increased intelligence; however, this does not always come at the expense of the opposing side.
© (1999) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Vincent William Porto, Michael Hardt, David B. Fogel, Kenneth Kreutz-Delgado, and Lawrence J. Fogel "Evolving tactics using levels of intelligence in computer-generated forces", Proc. SPIE 3696, Enabling Technology for Simulation Science III, (22 June 1999); https://doi.org/10.1117/12.351184
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CITATIONS
Cited by 8 scholarly publications.
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KEYWORDS
Evolutionary algorithms

Computer simulations

Tactical intelligence

Roads

Optimization (mathematics)

Computer programming

Lanthanum

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