Military Simulator - A Case Study of Behaviour Tree and Unity based architecture
This work addresses the specific problem of improving AI realism in military simulators, representing an incremental advancement in domain-specific applications.
The paper tackles the problem of designing realistic bots for military simulators by combining Behavior Tree and Utility-Based AI architectures, resulting in a mathematical model that analyzes favorable situations geometrically and identifies conditions where the approach fails with proposed solutions.
In this paper we show how the combination of Behaviour Tree and Utility Based AI architecture can be used to design more realistic bots for Military Simulators. In this work, we have designed a mathematical model of a simulator system which in turn helps in analyzing the results and finding out the various spaces on which our favorable situation might exist, this is done geometrically. In the mathematical model, we have explained the matrix formation and its significance followed up in dynamic programming approach we explained the possible graph formation which will led improvisation of AI, latter we explained the possible geometrical structure of the matrix operations and its impact on a particular decision, we also explained the conditions under which it tend to fail along with a possible solution in future works.