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The Research Of Behavior Modeling And Implementation Technology Of Computer Generated Forces

Posted on:2004-09-07Degree:DoctorType:Dissertation
Country:ChinaCandidate:Y ZhengFull Text:PDF
GTID:1118360152957238Subject:Computer Science and Technology
Abstract/Summary:PDF Full Text Request
Computer Generated Forces (CGF) is an important component of Distributed Virtual Battlefield Environment. The use of CGF can effectively reduce the amount of real actors or weapon systems and the cost in simulative training. The application of CGF requires the behavioral representation of CGF as reality as man. Thereby it is important to study how to modeling CGF and the behavior represent of CGF. The thesis addresses on this field. The major work and the achievement are listed as follow.Based on the characteristic of CGF, the thesis presents a behavior model of CGF entity named ESCP and its concept model, formalization model and construct model. ESCP, based on cybernetics, is a Hierarchical construct. It incorporates concepts of atomic behavior, synthesis behavior and coordination behavior. The Hierarchical construct of ESCP can easily represent CGF entity's behaviors in multi-level and support CGF entity's parallel behaviors effectively. The behaviors described by it are executed independently. And these behaviors are easier to be reused. With ESCP, behaviors of CGF entity in campaign or tactic level can be represented easier.On the base of behavior model ESCP, the thesis present a CGF behavior modeling language named BBML. With BBML we can construct CGF entity and entity' behavior at different levels easily. The entity constructed with BBML. can execute behaviors independently and simultaneously because the controls to the behaviors are encapsulated in the entity. The scheme of BBML implements the separation of the description of an entity and its implementation, so that the code of programming is reduced effectively. BBML supports the behaviors' reuse at entity level and procedures can inherit any entity class provided by BBML, reuse all behaviors of the class and add new functions.To support the parallel behavior executions in an entity, the thesis presents a coordination method based on behavior frame and behavior frame queue, which is suited to the characteristic that the behaviors of an entity are frequent to change. The behaviors produced by an entity are put into the behavior frame queue. Then the entity can decide the operation order by the operations on the queue or cancel the behavior not executed yet. A flexible control scheme for an entity is obtained based on the queue. As for behaviors coordination between entities, the thesis presents an event-driven coordination framework named SBCF, which enhances entities's capability to adaptive virtual battlefield.It is well known that dead-reckon is a key technology for Distributed Virtual Environments' scalability. However, the previous methods can't perfectly represent the realitybehaviors of remote entities. The thesis presents a new dead-reckoning method that can represent multi-level reality of entity. The method adopts Hierarchical Interest Management with multi thresholds. It adopts different dead-reckoning methods for different thresholds, which include behavior-based dead-reckon, history position-based dead-reckon and aggregated entities-based dead-reckon. The new method can represent multi reality of behaviors of entity and resolve the conflict of network transmission and computation cost with reality requirement of entities.The thesis presents an entity behavior execute schedule method based on the execution priority of entity's task, which is computed based on entities' interest domains. This method can ensure the real-time requirement of virtual environment with fewer computation cost. A method to value the performance with respective of real-time on a simulation node is presented, too. It can be used to solve such problems as how many local entities can be included on a specific simulation node, how many remote models can be processed and how to divide the interest domain.With the work of above addressed, the thesis implement a CGF platform named SEFBG. SEFBG supplies a set of modeling tools that support naval battlefield environment and entity's modeling. SEFBG also supplies simulation with run-time services. The applications can expand new serv...
Keywords/Search Tags:Virtual Reality, Distributed Virtual Battlefield Environment, Computer Generated Forces, Behavior Model, Modeling Language, Interest Management, Dead Reckoning
PDF Full Text Request
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