The MOVES Institute – from science fiction to your door
2002
…
90 pages
1 file
Sign up for access to the world's latest research
Abstract
AI
AI
The MOVES Institute focuses on the development of advanced technologies in networked virtual environments, computer-generated autonomy, and immersive technologies, while promoting collaboration between defense and entertainment sectors. They have created a diverse suite of tools and games that enhance user experience and provide training insights, such as the notable America's Army game, which has achieved immense popularity and engagement metrics.
Related papers
Proceedings of the 2003 International Conference on Machine Learning and Cybernetics (IEEE Cat. No.03EX693), 2003
A Military-based distributed interactive simulation (DIS) such as ModSAF has been used for many years. Several problems of the DIS-based simulation to support a large and heterogeneous virtual simulation environments have been discovered . To solve these problems, we propose an architectural multiagent-based framework to support a large military-based simulation with 3D visualization using inexpensive game simulators. Several software agents are used to support interoperability between DIS-based military simulation nodes and Unreal Tournament game simulators. An agent is used to reduce DIS traffic to efficiently utilize network bandwidth. It also performs protocol conversion between DIS protocol and a game engine protocol. Additionally, using a multi-agent system, our work is easily expandable to support several network environments and also to support agent-based intelligent operations. Our main contribution is twofold. We use a multi-agent system which is scalable to support our framework. In addition, our framework builds a simulation bridge that enables affordable high-quality 3D viewer node using affordable game simulations for military simulations.
Abstract:-In this paper we suggest an approach for developing a network based system for hosting intelligent virtual environments. We briefly introduce the notion of intelligent virtual environments and agents and present the advantages and drawbacks of their network variant. We demonstrate an architecture and topology for a network based approach and demonstrate its application on the Unreal Engine. Key-Words:-Virtual Agents, Virtual Environments, Intelligent Agents, Distributed Agents, Network, Distributed Environments
1997
• Techno-software technology for the networked VE. • Interact-interaction technology for the networked VE. • Apps-VE applications.
Capin: Avatars, 2001
There have been several networked virtual environments (NVEs) described in the literature. Each NVE system considers a separate part of the problem and a reference frame for listing all components and comparing different NVEs missing. We summarize the issues to consider while developing complete NVEs, and we compare the most characteristic solutions in the literature for each issue.
… Simulation and Real …, 2005
There has been a growing interest in the application of Collaborative Virtual Environments -CVEs in the WWW (multiplayer games, virtual shopping malls, virtual cities etc). However, most of the existing CVEs supporting systems are tuned to specific tasks and their architecture are, typically, tightly coupled to the applications. This makes any modification to the application dependent on programming, making CVEs construction and extension in large scale a challenging task. The ability to change an application without having to stop it is an importat non-functional requirement for CVEs (extensibility), especially if they are to be provided as web services, available around the clock. This paper presents a novel solution to building and extending CVEs through the integration of interactive non-linear stories and Virtual Reality concepts. With this approach, CVEs applications can be composed as non-linear stories, which can be changed either completely or partly, making it easier for developers to build and/or extend CVEs applications, such as highly dynamic marketing campaigns to 3D virtual malls, customized training courses, etc. The innovative concept of this solution can make the development process of CVEs easier and faster, allowing their production in large scale. Two study cases, a fire fighting training scenario and an art installation scenario are presented in this paper to illustrate how atomic simulations and VEML language can describe CVEs and extend them at runtime.
Computer Communications, 2006
This article was originally published in a journal published by Elsevier, and the attached copy is provided by Elsevier for the author's benefit and for the benefit of the author's institution, for non-commercial research and educational use including without limitation use in instruction at your institution, sending it to specific colleagues that you know, and providing a copy to your institution's administrator. All other uses, reproduction and distribution, including without limitation commercial reprints, selling or licensing copies or access, or posting on open internet sites, your personal or institution's website or repository, are prohibited. For exceptions, permission may be sought for such use through Elsevier's permissions site at: http://www.elsevier.com/locate/permissionusematerial A u t h o r ' s p e r s o n a l c o p y A network-centric approach to enhancing the interactivity of large-scale distributed virtual environments
Proceedings of the 11-th …, 2003
SIMULATION, 2004
Rapid advances in consumer electronics have led to the anomaly that consumer off-the-shelf gaming hardware and software provide better interactive graphics than military and other specialized systems costing orders of magnitude more. UTSAF (Unreal Tournament Semi-Automated Force) is bridging software written to take advantage of the power of gaming systems by allowing them to participate in distributed simulations with military simulators. UTSAF illustrates the use of multiagent technology to flexibly interconnect otherwise incompatible systems. This article describes an architectural approach for rapidly constructing middleware by taking advantage of built-in capabilities for processing, communication, and interoperation that a multiagent infrastructure provides. Several software agents based on Reusable Environment for Task-Structured Intelligent Networked Agents (RETSINAs) are used to support interoperability between military simulation nodes based on distributed interactive simulation and Unreal game simulators. Using a multiagent system, UTSAF can be expanded to support several network environments and interact with other agent-based software.
Proceedings of 3rd International Conference on Multimedia Technology(ICMT-13), 2013
Incorporating autonomy and intelligence into virtual worlds to build an engaging virtual environment for applications such as serious games is becoming more desirable. There are challenges in integrating these systems including concerns with synchronization, communication, monitoring, efficiency, and control. This paper presents an approach to integrating a virtual world engine with a multiagent system platform through the creation of an interface between them. We show the feasibility and effectiveness of the approach through developing agents controlled non-player controlled characters (NPCs) in Open Wonderland and purposeful communication channels among agents using Jason AgentSpeak. Keywor ds: Virtual Worlds Multiagent Systems Integration Serious Games 1 Intr oduction Virtual Worlds (VW) are 3D graphical environments that provide multimedia, engaging, and immersive user experience. They can provide more dimensions than physical environments, more social nuanced ways for people. Multiagent systems (MAS) encompass distributed problem-solving applications; such as network management has a focus on inter-agent communication, coordination, and negotiation. Recently, researchers in VW community have adopted MAS as they are well suited to application domains where virtual entities, called agents, are self-directed and can actively pursue their goals within an environment that they can interact with, including interactions with other agents that are also in pursuit of their own goals. Agents are ideally suited for modeling real people-they are active and social, similar to the way people are. Also, agents can be used for modelling nonplayer character (NPCs), keeping track of individual interests, motivations, and goals in game worlds. However, there is not a platform that can help programmers to develop and test agent behaviors in virtual worlds that need autonomy and intelligence and interaction with other agents and the environments.
The environment is a key point when talking about MAS applications, being a key concept when developing a platform or application in the past ten years: what is important in it and how to access it. At the same time, technology has evolved so that Virtual Environmentkinds of applications have grown out of science fiction novels till research papers and even real applications. Current technology makes possible to MAS to interact also in this environments. In this paper, we have looked for the common ground that have all the different domains relating Virtual Environments as E4MAS, and we have characterized those domains according to three dimensions: connection to the physical world of the environment, agents nature, and sociability. Moreover, we comment one of these domains, Mirror Worlds, as it is one of the most complex domains commented, that we believe that is one of the topics to take into account in the near future both as a researh and developing domain.

Loading Preview
Sorry, preview is currently unavailable. You can download the paper by clicking the button above.