Adaptive Synthetic Characters for Military Training
Not on the map. Why?
Abstract (arXiv)
Behaviors of the synthetic characters in current military simulations are limited since they are generally generated by rule-based and reactive computational models with minimal intelligence. Such computational models cannot adapt to reflect the experience of the characters, resulting in brittle intelligence for even the most effective behavior models devised via costly and labor-intensive processes. Observation-based behavior model adaptation that leverages machine learning and the experience of synthetic entities in combination with appropriate prior knowledge can address the issues in the existing computational behavior models to create a better training experience in military training simulations. In this paper, we introduce a framework that aims to create autonomous synthetic characters that can perform coherent sequences of believable behavior while being aware of human trainees and their needs within a training simulation. This framework brings together three mutually complementary components. The first component is a Unity-based simulation environment - Rapid Integration and Development Environment (RIDE) - supporting One World Terrain (OWT) models and capable of running and supporting machine learning experiments. The second is Shiva, a novel multi-agent reinforcement and imitation learning framework that can interface with a variety of simulation environments, and that can additionally utilize a variety of learning algorithms. The final component is the Sigma Cognitive Architecture that will augment the behavior models with symbolic and probabilistic reasoning capabilities. We have successfully created proof-of-concept behavior models leveraging this framework on realistic terrain as an essential step towards bringing machine learning into military simulations.
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 10 of its 22 references that are in the map. First posted on arXiv 6 Jan 2021.
Builds on
10 of 22 references.
References · 10
- 2019PyTorch: An Imperative Style, High-Performance Deep Learning Librarycited by 20,160
- 2017Proximal Policy Optimization Algorithmscited by 14,441
- 2015Continuous control with deep reinforcement learningcited by 3,279
- 2017Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environmentscited by 1,519
- 2016TensorFlow: Large-Scale Machine Learning on Heterogeneous Distributed Systemscited by 660
- 2015Deep Recurrent Q-Learning for Partially Observable MDPscited by 457
- 2018Human-level performance in first-person multiplayer games with population-based deep reinforcement learningcited by 260
- 2019Google Research Football: A Novel Reinforcement Learning Environmentcited by 257
- 2018Unity: A General Platform for Intelligent Agentscited by 232
- 2019Neural MMO: A Massively Multiagent Game Environment for Training and Evaluating Intelligent Agentscited by 42
Built on by
Not cited yet.
Similar, not cited
Close in wording, no citation either way
- 2024A survey of air combat behavior modeling using machine learning
- 2023Learning Environment for the Air Domain (LEAD)
- 2022Learning to Guide Multiple Heterogeneous Actors from a Single Human Demonstration via Automatic Curriculum Learning in StarCraft II
- 2026LLM-Guided Reinforcement Learning for Adaptive NPC Behavior in Multi-Agent Combat Games
- 2025Behavioral Exploration: Learning to Explore via In-Context Adaptation
- 2024Behavioural Cloning in VizDoom
- 2026COMBAT: Conditional World Models for Behavioral Agent Training
- 2024Large Language Models Need Consultants for Reasoning: Becoming an Expert in a Complex Human System Through Behavior Simulation