Anhur: Neuro-fuzzy Systems for Command and Control
Anhur: Neuro-fuzzy Systems for Command and Control
The subject of this paper is the investigation of neuro-fuzzy modeling and control techniques as an aid to decision making in Command and Control (C2). Researchers in the military Distributed Interactive Simulation (DIS) community are exploring the possibility of using neuro-fuzzy systems to govern the decision-making behaviour of Computer Generated Forces (CGFs), autonomous agents which act as realistic participants in virtual reality training exercises. In order to provide an operational and practical means of studying neuro-fuzzy systems for C2, two elements of software are combined. The first is a simulation package, a game called Xtank, which allows teams of autonomous intelligent agents and human users to participate in simulated military operations. The second element is the Neuro-fuzzy Toolbox, which allows neuro-fuzzy network models to be constructed from system observations and to be used as rule based decision makers. Following a methodology called SOCIAL, a user of the system can configure and run wargame scenarios, systematically record data, construct neuro-fuzzy models of C2 decision-making, and then incorporate these as behavioural controllers expressed as either decision surfaces or rulebases. This paper describes some illustrative experiments and results involving Tactical Situation Assessment and discusses preliminary results in the area of Mission Evaluation.
461-471
Hall, Michael
e01fb1ae-6d6b-4815-b283-d40a6a8893e8
Harris, Chris
c4fd3763-7b3f-4db1-9ca3-5501080f797a
June 1998
Hall, Michael
e01fb1ae-6d6b-4815-b283-d40a6a8893e8
Harris, Chris
c4fd3763-7b3f-4db1-9ca3-5501080f797a
Hall, Michael and Harris, Chris
(1998)
Anhur: Neuro-fuzzy Systems for Command and Control.
Proceedings of the 1998 Command and Control Research and Technology Symposium.
.
Record type:
Conference or Workshop Item
(Other)
Abstract
The subject of this paper is the investigation of neuro-fuzzy modeling and control techniques as an aid to decision making in Command and Control (C2). Researchers in the military Distributed Interactive Simulation (DIS) community are exploring the possibility of using neuro-fuzzy systems to govern the decision-making behaviour of Computer Generated Forces (CGFs), autonomous agents which act as realistic participants in virtual reality training exercises. In order to provide an operational and practical means of studying neuro-fuzzy systems for C2, two elements of software are combined. The first is a simulation package, a game called Xtank, which allows teams of autonomous intelligent agents and human users to participate in simulated military operations. The second element is the Neuro-fuzzy Toolbox, which allows neuro-fuzzy network models to be constructed from system observations and to be used as rule based decision makers. Following a methodology called SOCIAL, a user of the system can configure and run wargame scenarios, systematically record data, construct neuro-fuzzy models of C2 decision-making, and then incorporate these as behavioural controllers expressed as either decision surfaces or rulebases. This paper describes some illustrative experiments and results involving Tactical Situation Assessment and discusses preliminary results in the area of Mission Evaluation.
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Published date: June 1998
Additional Information:
The author may be contacted at: teutases@excite.com
Venue - Dates:
Proceedings of the 1998 Command and Control Research and Technology Symposium, 1998-05-31
Organisations:
Southampton Wireless Group
Identifiers
Local EPrints ID: 254222
URI: http://eprints.soton.ac.uk/id/eprint/254222
PURE UUID: 25c921ce-4d25-4902-90ff-5153d594e5ff
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Date deposited: 08 Dec 2000
Last modified: 10 Dec 2021 20:37
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Contributors
Author:
Michael Hall
Author:
Chris Harris
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